Commit Graph

16 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
f180dff107 Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main
#lockdown Nick.Penwarden

(Will update with full description tomorrow)

[CL 2984534 by Matthew Griffin in Main branch]
2016-05-19 19:35:35 -04:00
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
Nick Darnell
cf39e63a90 UMG - Little bit of cleanup in the navigation customization removing unused code.
[CL 2598110 by Nick Darnell in Main branch]
2015-06-23 18:48:06 -04:00
Nick Darnell
fe8628cae6 UMG - Exposing the Next/Previous widget navigation options on all widgets.
[CL 2571974 by Nick Darnell in Main branch]
2015-05-31 09:38:28 -04:00
PaulEremeeff
c9a246101e PR #1013: Fixing PVS-Studio warnings. (Contributed by PaulEremeeff)
Some files have been omitted and will be submitted with modified corrections

[CL 2505544 by Dan Oconnor in Main branch]
2015-04-08 14:46:25 -04:00
Nick Darnell
ab41e6bdb7 UMG - Some initial work getting explicit widget navigation working. Currently uses the widget's name for controlling, which isn't super stable. Considering introducing GUIDs to every widget.
[CL 2497495 by Nick Darnell in Main branch]
2015-03-31 14:08:10 -04:00
Mikolaj Sieluzycki
fa01cacb6c Trim down the amount of UObject constructors.
#codereview Robert.Manuszewski

[CL 2429641 by Mikolaj Sieluzycki in Main branch]
2015-02-03 05:40:57 -05:00
Nick Darnell
11b1f72921 UMG - Making the navigation dropdowns less bulky in the nav customization.
[CL 2392536 by Nick Darnell in Main branch]
2014-12-18 11:03:23 -05:00
Nick Darnell
5b08cf40fb UMG - Widget navigation customization is now enabled, only basic functionality exposed for now.
[CL 2389527 by Nick Darnell in Main branch]
2014-12-15 21:56:13 -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
Chris Gagnon
f2426f5963 Cleaned up some duplicated code in the navigation customization.
[CL 2363391 by Chris Gagnon in Main branch]
2014-11-18 10:49:38 -05:00
Chris Gagnon
0e6d657c3d Refactor to unify keyboard and controller input and focus.
Native controller navigation support.

[CL 2345039 by Chris Gagnon in Main branch]
2014-10-30 12:29:36 -04:00
Mikolaj Sieluzycki
3a6a685b21 UMGEditor PCH cleanup prep.
[CL 2329940 by Mikolaj Sieluzycki in Main branch]
2014-10-15 05:51:19 -04:00
Nick Darnell
62e1e0a07f UMG - Stubbing in a widget navigation structure to UMG to begin exposing controller navigation customization support.
[CL 2329295 by Nick Darnell in Main branch]
2014-10-14 17:23:39 -04:00