Commit Graph

7 Commits

Author SHA1 Message Date
Unrealbot
02dbb9765e Branch snapshot for CL 3327560
[CL 3327560 in Dev-Geometry branch]
2017-03-01 12:26:39 -05:00
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
Yannick Lange
5c0cfa8776 VR Editor: Updated all copyrights to 2016
#rb none #codereview @Mike.Fricker @Lauren.Ridge

[CL 3137637 by Yannick Lange in Dev-VREditor branch]
2016-09-23 07:30:26 -04:00
Nick Darnell
eae426081d Continued itteration onf getting tabs opening in the world.
[CL 2894893 by Nick Darnell in Dev-VREditor branch]
2016-03-04 14:32:06 -05:00
Nick Darnell
0cfc0fbc90 VREditorWidgetComponent now allows controlling when drawing can occur. The first frame is always drawn.
[CL 2893434 by Nick Darnell in Dev-VREditor branch]
2016-03-03 19:22:16 -05:00
Nick Darnell
64b266a431 Slate - Changed a massive amount of things attempting to improve the Slate and VR intermingling. Popup layers should now function on widget components, lots of changes to make focus work better. Added hacks to the tab manager to allow us to steal tabs as they open, alternative plan in the works, probably going to undo some portion of these changes later. The 3DWidget renderer now handles child windows and properly draws those nested windows onto the render target. In the same way tooltips can have a visualize tooltip, all widgets now have the option to Visualize Popup. Assorted hacks in various locations to make slate handle virtual windows better and not explode just because there's no native window associated with something.
#codereview Mike.Fricker

[CL 2893139 by Nick Darnell in Dev-VREditor branch]
2016-03-03 17:34:29 -05:00