Commit Graph

5 Commits

Author SHA1 Message Date
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Mike Fricker
387280333f Work in progress: Live streaming support for editor and games
This commit adds the framework APIs, editor and rendering features needed to support live streaming.  Along with this, we're working on a new plugin that adds Twitch.tv support (waiting for legal approval to commit.)

- Game live streaming
       - Allows general support for live internet streaming of game video and audio
       - Web cam video feed can be overlaid onto game viewports automatically
       - New 'Broadcast' Blueprint function library allows you to easily start broadcasting from your game
       - New IGameLiveStreaming API that allows you to start broadcasting through C++

- Editor live streaming
       - The editor UI now displays a "broadcast" button automatically when a live streaming service is available
       - Broadcasting of all desktop editor windows is supported (configured in preferences)
       - If you have a web cam, video will be displayed automatically while broadcasting in a new editor window
       - New "Live Streaming" editor preference tab with many new settings for configuring broadcasting
       - New IEditorLiveStreaming API that lets you control editor broadcasting directly, if needed

- Added new 'Broadcast.Start' and 'Broadcast.Stop' console commands
       - These allow you to easily test live streaming in games without writing UI code
       - Built-in help is available for these new commands

- To implement a live streaming plugin:
       - Inherit from the new ILiveStreamingService interface
       - Register your "LiveStreaming" feature with the IModularFeatures system

- Other changes:
      - Eliminated broken screen quad drawing functions; replaced with publicly-exposed DrawRectangle()
      - Slate: Eliminated legacy code for 'marking windows as drawn' (not used anymore)
      - Slate: Added Slate rendering callback to find out when a frame buffer is ready to be presented

[CL 2115377 by Mike Fricker in Main branch]
2014-06-24 12:11:51 -04:00