#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]
#jira UE-1224 - EDITOR: Renaming a level asset does not rename it in the levels tab
#jira UE-1385 - EDITOR: Level Browser: failed to unload existing level message appears when trying to create a level with the same name as a renamed level
[CL 2398495 by Richard TalbotWatkin in Main branch]
#UE4 Deprecated ULevelStreaming::PackageName in favor of the new WorldAsset TAssetPtr. This will allow editor tools to properly follow references from persistent levels to sublevels. All existing usage of PackageName has been replaced with GetWorldAssetPackageName() and SetWorldAssetByPackageName().
--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2269772 by Bob.Tellez on 2014/08/24 16:49:38.
[CL 2269774 by Bob Tellez in Main branch]
Refactored some of the UI code for ULevelStreaming to use PostEditChangeProperty so it's more reuseable.
#codereview matt.kuhlenschmidt,dmitriy.dyomin
[CL 2222165 by Chris Gagnon in Main branch]
- Added icons to level hierarchy to distinguish level streaming methods
- Added tile coordinates offset when umporting tiled heightmap
[CL 2047641 by Dmitriy Dyomin in Main branch]