Commit Graph

16 Commits

Author SHA1 Message Date
Andrew Grant
c60ffc4e26 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3316439)
#lockdown Nick.Penwarden

Change 3315047 on 2017/02/21 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion

	HTN code first check in #UE4

	#rb none
	#test currently unused

Change 3314042 on 2017/02/21 by Jason.Bestimt@Jason.Bestimt_Dev-General

	#ORION_DG - DAILY Main @ CL 3313484

	#RB:none
	#Tests:none

Change 3313355 on 2017/02/20 by Uriel.Doyon@uriel.doyon_PC2_Orion

	Changed the preliminary GPU benchmark workloads to take into account the target workload.
	This is to prevent running the last test with poor performance, risking a driver reset.
	#jira OR-29915
	#rb marcus.wassmer
	#test Run the game triggering benchmarks

Change 3312553 on 2017/02/20 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion

	Implemented a simple AITask for running EQS queries #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3311661 on 2017/02/20 by Jason.Bestimt@Jason.Bestimt_Dev-General

	#ORION_DG - Merge MAIN @ CL 3311631

	#RB:none
	#Tests:none

Change 3310392 on 2017/02/17 by Daniel.Lamb@daniel.lamb_T3905_6612

	Unreal pak now outputs to named log files instead of timestamps.
	#rb Trivial
	#test Cook deploy paragon
	#jira OR-36057

Change 3310196 on 2017/02/17 by Clayton.Langford@RDU-WD-8359_3635_Paragon_DevGen

	Created an event to be fired whenever a GameplayCue is routed that passes all relevant info about that GC. Added a listener in OrionPhasedFunctionalTest that parses that event into a string and stores it in an array to be accessed from a test phase later.

	#test PIE
	#rb Ben.Salem, Adric.Worley

Change 3308437 on 2017/02/16 by Jason.Bestimt@Jason.Bestimt_Dev-General

	#ORION_DG - Merge MAIN @ CL 3308413
	(Prep for Merge up)

	#RB:none
	#Tests:none

Change 3306497 on 2017/02/16 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Fix for compilation issue with USE_MALLOC_STOMP
	#rb none
	#tests compiled with malloc_stomp

Change 3306468 on 2017/02/16 by Cody.Haskell@OrionStream

	#Orion

	- Text popup work for Shield. If you click on an OrionEditableTextBox while running the game with -gfn, a special popup is called. Should do nothing normally.

	#rb none
	#tests PIE, golden path.

Change 3305945 on 2017/02/16 by David.Ratti@David.Ratti_G6218_Orion.Dev-General

	Remove unused/deprecated UGameplayEffectExtension class
	#rb #tests none

Change 3304630 on 2017/02/15 by Jason.Bestimt@Jason.Bestimt_Dev-General

	#ORION_DG - Merge Mieszko stuff from MAIN to DG

	#RB:none
	#TestS:none

	#!codereview: mieszko.zielinski

Change 3303785 on 2017/02/15 by jason.bestimt@Jason.Bestimt_Dev-General

	#ORION_MAIN - Merge 38.3 @ CL 3303224

	#RB:none
	#Tests:none

	#!ROBOMERGE-SOURCE: CL 3303718 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#!ROBOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand.
	//Orion/Dev-General/OrionGame/Content/UI/DeckBuilder/DeckBuilderRoot.uasset - can't integrate exclusive file already opened
	//Orion/Dev-General/OrionGame/Content/UI/Master_Layouts/FrontEnd.uasset - can't integrate exclusive file already opened
	#!codereview: jason.bestimt

Change 3302382 on 2017/02/14 by Alexis.Matte@amatte-orion-dev-general

	Fix import of morph target when there is no animation
	#jira UE-41383
	#jira OR-35859
	#rb none
	#test none

Change 3301538 on 2017/02/14 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 38.3 @ CL 3301392

	#RB:none
	#Tests:none

	#!ROBOMERGE-SOURCE: CL 3301481 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3299985 on 2017/02/13 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream

	added time limit to "get out of overlap" move for minons to avoid getting stuck in moving to inaccessbile spots
	#jira OR-35834
	#rb Mieszko.Zielinski
	#tests PIE

Change 3299732 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion

	Tweaked the way EQS tests of negative score get normalized #UE4

	#rb none
	#test golden path + math
	#!codereview Lukasz.Furman, John.Abercrombie

Change 3299724 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion

	Generic AI interface extensions #UE4

	Mostly getters

	#rb none
	#test golden path

Change 3299717 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion

	A little tweak to VisLog's point labels drawing - if there's only one point in a set it will no longer append '_0' to the label #UE4

	#rb none
	#test PIE

Change 3299527 on 2017/02/13 by Paul.Moore@OrionWorkspace_Dev-General

	#orion #mms
	- Update libWebSockets binaries to fix Linux server web socket connections.
	#tests matchmaking, mms
	#rb none

Change 3299278 on 2017/02/13 by David.Ratti@David.Ratti_G6218_Orion.Dev-General

	Ability Task Pass: tasks should not broadcast out (back into ability graph) if the owning ability has completed EndAbility.
	#rb none
	#tests pie, golden path

Change 3297884 on 2017/02/10 by Paul.Moore@OrionWorkspace_Dev-General

	#mms
	- Enable SSL module for PS4 (needed by OpenSSL when using WebSockets).
	- Turn on verbose logging for WebSockets module for initial MMS debugging.
	#tests PS4
	#rb none

Change 3296911 on 2017/02/10 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral

	Encode user search string so we support special characters

	#rb RyanG
	#tests Replays

Change 3296746 on 2017/02/10 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 38.3 @ CL 3296659

	#RB:none
	#Tests:none

	#!ROBOMERGE-SOURCE: CL 3296735 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3296705 on 2017/02/10 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added support to the cooker for iterating shared builds.
	#rb Not used yet
	#test Fast cook paragon

Change 3295747 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General

	#orion #mms
	- Integrated WS upgrade header functionality with latest Fortnite libws changes.
	- Added "ws" and "wss" protocols to web socket manager context.
	#rb rob.cannaday
	#!codereview rob.cannaday, james.hopkin
	#tests win64, ps4

Change 3295579 on 2017/02/09 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral

	Fix for replay backward compatibility from John.Pollard
	#tests #rb na

	Merging using OrionScratchReleaseMapping

Change 3295506 on 2017/02/09 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS

	O - Added option for force recompute tangents using skin cache
	#rb none
	#jira UE-41541
	#tests Editor run, toggle, restart

Change 3295461 on 2017/02/09 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream

	fixed huge interpolation times for linear network smoothing on stationary characters,
	fixed mismatch in movement Base between NavWalking server and Walking client, causing some stationary characters to float in midair

	copy of CL# 3295439
	#jira OR-35664, OR-35572
	#rb none
	#tests game

Change 3294954 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General

	#orion #mms

	- Integrating Fortnite WebSocket changes into Orion that fixes some win10 issues.

	#!codereview rob.cannaday, james.hopkin
	#tests compile ps4, linux, win64
	#rb none

Change 3294947 on 2017/02/09 by Daniel.Lamb@daniel.lamb_T3905_6612

	The generate stub return result is considered as success when saving cooked packages.
	Fixes bug with cooking blueprint nativized packages.
	#rb Trivial
	#test Cook paragon

Change 3293307 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Fix for issue in last checkin - need to clear activecontext regardless
	#rb none
	#tests solo smoke with nullrhi

Change 3293284 on 2017/02/08 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion

	Allow setting the per-frame time limit for processing queued bunches separately for instant replays, since they may have more strict timing/framerate requirements.

	#rb john.pollard
	#tests golden path

Change 3293148 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Fixed invalid memory access* with nullrhi and suppressed IME warning if no valid window handle exists

	(*Likely only an issue when running with memory validation)

	#rb none
	#tests verified invalid access exception no longer occurs with nullrhi
	#!review-3293149 @Matt.Khulenschmidt

Change 3293103 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main

	Sequencer: Fix build

	#jira OR-34918
	#rb none
	#tests none

Change 3292921 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main

	Sequencer: Force local player to maintain x fov axis.

	#jira OR-34918
	#rb david.ratti
	#tests Render/PIE a level sequence and test that the camera isn't zoomed in.

Change 3292869 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General

	Yet more logging for OR-35448
	#rb #tests none

Change 3292821 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General

	#!ROBOMERGE-AUTHOR: rob.cannaday
	PS4 libwebsockets build fix
	Update build cs files to point to PS4 file location
	Copy libwebsocket include directory from Fortnite to Orion
	#rb paul.moore
	#tests compile/link Win64 Development Editor, PS4 Debug, Linux Development Server

	#!ROBOMERGE-SOURCE: CL 3292820 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3292277 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge DMM @ CL 3292219

	#RB:none
	#Tests:none

	[CODEREVIEW] paul.moore, benjamin.crocker
	#QAReview

	#!ROBOMERGE-SOURCE: CL 3292276 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3292211 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Pulling new ags library from Release-4.15 and reverting hack that disabled feature for AMD users
	#rb Marcus.Wassmer
	#tests compiled

Change 3292167 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General

	Additional logging for OR-35448
	#rb none
	#tests pie

Change 3289462 on 2017/02/06 by Ben.Salem@ben.salem_OrionMain

	Adding priority filters to Automation tests, also commands to filter on priority levels.
	#rb adric worley
	#tests Compiled, ran a few commands to verify it works.

Change 3288801 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37.2 (38.3) @ CL 3288681

	#RB:none
	#Tests:none

	#!ROBOMERGE-SOURCE: CL 3288800 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3288750 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612

	Fixed issue when cooking client and server platforms in single cook some packages would be marked incorrectly because they would be stripped when from client / server.
	#rb Andrew.Grant
	#test Cook paragon

Change 3288624 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Unlocked network version
	#rb #tests na
	OR-35603

Change 3288612 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added more ini settings to the iterative ini blacklist.
	#rb Trivial
	#test Iterative Cook Paragon

Change 3288184 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Downgraded warning to display
	#!review-3288185 @David.Ratti
	#rb none
	#tests none

Change 3287634 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37.2 @ 3287498

	#RB:none
	#Tests:none

	#!ROBOMERGE-SOURCE: CL 3287619 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3286668 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general

	Fix a crash when importing a LOD containing different material with less sections
	#rb none
	#test none

Change 3286112 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general

	Fix the re-import skeletal mesh regression, where all material disapear.
	#jira UE-41294
	#rb matt.kuhlenschmidt
	#test see the jira

Change 3285859 on 2017/02/03 by Daniel.Lamb@daniel.lamb_T3905_6612

	Fixed merge error from last checkin with the DDC commandlet
	#!codereview Matthew.Griffin
	#test DDC commandlet paragon
	#rb None

Change 3285637 on 2017/02/03 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion

	Pass in the DemoNetDriver pointer to the ConcurrentWithSlateTickTask instead of accessing it from the world in the task itself.

	#rb john.pollard
	#tests golden path

Change 3285479 on 2017/02/03 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion

	Made bot communicate ults when they're up, not when they're using it #Orion

	CL also contains a bit of code shuffling around, preparing ground for HTN plug in

	#rb none
	#test golden path

Change 3285125 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37.2 @ CL 3285078

	#RB:none
	#Tests:none

	#!ROBOMERGE-SOURCE: CL 3285124 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3283996 on 2017/02/02 by Michael.Trepka@Michael.Trepka_PC_Orion-Dev-General

	Added UGameUserSettings::GetRecommandedResolutionScale() to replace UOrionGameUserSettings::GetDefaultResolutionScale(). This makes things less confusing (UGameUserSettings::GetRecommandedResolutionScale() returns scale recommended based on results of the benchmark and UGameUserSettings::GetDefaultResolutionScale() returns scale based on user settings) and fixes a regression introduced in 3257936 (OR-35544)

	#rb Cody.Haskell
	#tests Tested on PC

Change 3283951 on 2017/02/02 by Daniel.Lamb@daniel.lamb_T3905_6612

	Ensure DDC commandlet calls begincacheforcookedplatformdata correctly.
	#rb None
	#!codereview Matthew.Griffin
	#test DDC commandlet paragon.

Change 3283874 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion

	fix for invalid resource issue

	#rb: none
	#code review: Daniel.Wright
	#tests: compile and editor with wolf

Change 3283621 on 2017/02/02 by Laurent.Delayen@laurent.delayen_Work2016_Orion

	Femme WIP whip aiming for Q ability.

	#rb none
	#tests Femme

Change 3283216 on 2017/02/02 by jason.bestimt@Jason.Bestimt_Dev-General

	#ORION_MAIN - Merge 37.2 @ CL 3282900

	#RB:none
	#Tests:none

	#!ROBOMERGE-SOURCE: CL 3283199 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3282954 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion

	It becomes invalid on the resource, so checking null, but still wip on verifying this with Daniel Wright. He's sick out.

	#rb:none
	#tests: compile
	#code review:Daniel.Wright
	#Jira: OR-35418

Change 3281993 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612

	Removed default unattended flag.
	#rb Trivial
	#test PS4 cook run paragon.

Change 3281990 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612

	Potential fix for deterministic cooking issue with UMovieSceneSignedObjects.
	#rb Andrew.Grant
	#!codereview Max.Preussner
	#test Cook and run paragon ps4.

Change 3281610 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion

	AimOffsetLookAt is now thread safe.

	#rb lina.halper
	#tests femme

Change 3281609 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion

	Fixed 'Convert to AimOffset LookAt' option being broken in Persona.

	#rb lina.halper
	#tests works for Femme now.

Change 3281019 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37.2 @ CL 3280498

	#RB:none
	#Tests:none

	#!ROBOMERGE-SOURCE: CL 3281018 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3280813 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General

	#!ROBOMERGE-AUTHOR: matthew.griffin
	Prevent inclusion of NotForLicensees files when staging CrashReportClient config files
	#rb none
	#tests none

	#!ROBOMERGE-SOURCE: CL 3280812 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3279921 on 2017/01/31 by Yanni.Tripolitis@yanni.tripolitis_Dev_General_Cary

	Fixed an error in the Round MF, that was somehow "leaked" into Paragon from Odin.

	#lockdown Billy.Rivers, Adam.Bellefeuil

	#!codereview Tim.Elek

Change 3279178 on 2017/01/31 by Daniel.Lamb@daniel.lamb_T3905_6612

	Fixed up diff files commandlet stack information
	#rb Joe.Conley
	#test Diff cooked packages

Change 3279084 on 2017/01/31 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Merging //UE4/Main at 3276432  through Orion-Staging
	#rb #tests na

Change 3279078 on 2017/01/31 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37.2 @ CL 3279032

	#RB:none
	#Tests:none

	#!ROBOMERGE-SOURCE: CL 3279077 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3277908 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_37 - Fix for "-game" crash with missing meta data

	#RB:none
	#Tests:none

	[CodeReviewed]: andrew.grant, jamie.dale, mieszko.zielinski

	#!ROBOMERGE-SOURCE: CL 3277901 in //Orion/Release-37/... via CL 3277902 via CL 3277904 via CL 3277905
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3277520 on 2017/01/30 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Workaround for OR-35418
	#!ROBOMERGE: Main
	#rb none
	#tests verified ShortSoloGame test completes without a crash

Change 3277357 on 2017/01/30 by Daniel.Lamb@daniel.lamb_T3905_6612

	Fixed the rebuild lighting commandlet.
	#rb Trivial
	#test Rebuild lighting dev general

Change 3277322 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37.2 @ CL 3277275

	#RB:none
	#Tests:none

	#!ROBOMERGE-SOURCE: CL 3277296 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3277210 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General

	#!ROBOMERGE-AUTHOR: andrew.grant
	Non-shipping test changes:

	Fixed issue where with -stdout messages would be duplicated due to FeedbackContextAnsi echoing to stdout by default
	Changed stdout output to postfix instead of trail newlines
	Firstpass of finding and displaying crash callstacks in Orion Test Framework.

	#rb none
	#tests ran test framework with tests that purposefully crashed/checked

	#!ROBOMERGE-SOURCE: CL 3276889 in //Orion/Release-37/... via CL 3277207 via CL 3277208 via CL 3277209
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3276774 on 2017/01/29 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Fix for non-unity issue.
	#tests compiled
	#rb none
	#!ROBOMERGE: Main, DUI

Change 3276594 on 2017/01/28 by Lina.Halper@Lina.Halper_Orion

	Checked in potential fix for nonunity build issue

	#rb:none
	#tests:compile

Change 3275806 on 2017/01/27 by Ben.Salem@ben.salem_OrionMain

	Adding in a checkpointing system for automated test passes where, if a client crashes while running a pass, on reboot and reissue of the automation command the test pass will start off where it left off, skipping the crashing test.
	#rb clayton.langford
	#tests Ran several dozen test passses. Seriously.
	#!codereview steve.white, bob.ferreira, clayton.langford, adric.worley

Change 3275803 on 2017/01/27 by Shaun.Kime@shaun.kime_RDU-WD-9788_oriondevgen

	Paragon has retainer widgets with no World set. When encountered, they can cause the scene list to be desynchronized with the rendering thread.
	This logic resolves the issue by registering a null scene in this case, properly setting the slate scene index for subsequent slate draw calls.

	#rb nick.darnell
	#jira OR-34919
	#TESTS na

Change 3275533 on 2017/01/27 by Max.Chen@Max.Chen_T4664_Orion_Main

	Sequencer: Switch to static pointer to fix crash when tearing down curve editor.

	#jira UE-40796
	#rb andrew.rodham
	#tests none

Change 3275093 on 2017/01/27 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37.2 @ CL 3273298

	#RB:none
	#Tests:none

	#!ROBOMERGE-SOURCE: CL 3273417 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3274700 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion

	#Anim curve crash on cooking
	- fixed crash during cooking while accessing default value of material
	- this code doesn't have to run during cooking with inactive world, so I'm checking that

	#code review: Daniel.Wright, Chris.Bunner, Jurre.DeBaare
	#rb: none
	#tests: cooking

Change 3274129 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion

	Fixed safer to get featurelevel

	#rb: Daniel.Wright
	#tests: compile/wolf

Change 3274012 on 2017/01/26 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream

	fixed crash in navigation grids
	#jira OR-35356
	#rb none
	#tests PIE

Change 3273803 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion

	Fixed issue with animation curve getting reset to 0.f
	- the issue is that skeleton contains material flag types, so now it just keeps setting the value
	- even after I fix validation check, it still cleared it due to the material curve not found anymore, so added to support default value setting

	#jira: OR-34563
	#rb: Martin.Wilson, Chris.Bunner, Benn.Gallagher
	#code review: Martin.Wilson, Daniel.Wright
	#tests: wolf, coil

Change 3273257 on 2017/01/26 by Alexis.Matte@amatte-orion-dev-general

	Isolate by material slot instead of section index. Add UI to isolate and highlight material in the material panel
	#rb matt.kuhlenschmidt
	#jira UE-41131
	#tests none

Change 3272527 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General

	#!ROBOMERGE-AUTHOR: chris.bunner
	Ensure FSceneRenderTargets snapshot copies default clear colors.
	#tests Golden path on lowest and high settings
	#rb None
	#lockdown Jason.Bestimt
	#jira OR-34905

	#!ROBOMERGE-SOURCE: CL 3272507 in //Orion/Release-37.1/... via CL 3272521 via CL 3272525
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3272244 on 2017/01/25 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS

	Show more info when a material instance failed to compile
	#jira OR-34626
	#tests Forced crash in the debugger
	#rb Daniel.Wright

Change 3272109 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General

	#!ROBOMERGE-AUTHOR: philip.buuck
	Fix bad merge from Main

	#rb Dan.Hertzka
	#tests PIE
	[CodeReviewed] Andrew.Grant
	#lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3272106 in //Orion/Release-37.1/... via CL 3272107 via CL 3272108
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3271721 on 2017/01/25 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream

	jungle minions will spawn navigation obstacles when they are stuck in static geometry, fixed issues with falling off cliffs
	#jira OR-35054
	#rb Mieszko.Zielinski
	#tests PIE

Change 3271432 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General

	#!ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37.2 @ CL 3271043

	#RB:none
	#Tests:none

	#!ROBOMERGE-SOURCE: CL 3271429 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

[CL 3322856 by Andrew Grant in Main branch]
2017-02-25 19:37:22 -05:00
Ben Marsh
6748a24fb1 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none

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

Change 3121996 on 2016/09/12 by Ben.Marsh

	Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).

	* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
	* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
	* Visual Studio source code accessor can talk to VS 2017 instances.
	* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
	* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
	* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.

	Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.

Change 3189363 on 2016/11/07 by Ben.Marsh

	Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.

Change 3210598 on 2016/11/27 by Ben.Marsh

	UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.

Change 3210601 on 2016/11/27 by Ben.Marsh

	PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)

Change 3210602 on 2016/11/27 by Ben.Marsh

	PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)

Change 3210605 on 2016/11/27 by Ben.Marsh

	UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.

Change 3211656 on 2016/11/28 by Ben.Marsh

	UBT: Move ModuleRules and TargetRules into their own file.

Change 3211797 on 2016/11/28 by Ben.Marsh

	UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.

Change 3211833 on 2016/11/28 by Ben.Marsh

	UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.

Change 3211859 on 2016/11/28 by Ben.Marsh

	UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.

Change 3211942 on 2016/11/28 by Ben.Marsh

	UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.

Change 3215333 on 2016/11/30 by Ben.Marsh

	UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.

Change 3215482 on 2016/11/30 by Ben.Marsh

	UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.

Change 3215743 on 2016/11/30 by Ben.Marsh

	UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.

	Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.

Change 3215778 on 2016/11/30 by Ben.Marsh

	UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.

Change 3217681 on 2016/12/01 by Ben.Marsh

	UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.

Change 3217723 on 2016/12/01 by Ben.Marsh

	UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.

Change 3217930 on 2016/12/01 by Ben.Marsh

	UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.

Change 3218762 on 2016/12/02 by Ben.Marsh

	Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.

Change 3219161 on 2016/12/02 by Ben.Marsh

	Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.

Change 3219197 on 2016/12/02 by Ben.Marsh

	Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.

Change 3219209 on 2016/12/02 by Ben.Marsh

	Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.

Change 3219610 on 2016/12/02 by Ben.Marsh

	Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.

Change 3219731 on 2016/12/02 by Ben.Marsh

	UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.

Change 3220796 on 2016/12/04 by Ben.Marsh

	Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.

Change 3220825 on 2016/12/04 by Ben.Marsh

	UBT: Change all executors to derive from a common base class (ActionExecutor).

Change 3220834 on 2016/12/04 by Ben.Marsh

	UBT: Remove the global CommandLineContains() function.

Change 3222706 on 2016/12/05 by Ben.Marsh

	Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.

Change 3222712 on 2016/12/05 by Ben.Marsh

	Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat

Change 3223628 on 2016/12/06 by Ben.Marsh

	Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe

Change 3223817 on 2016/12/06 by Ben.Marsh

	Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.

Change 3224046 on 2016/12/06 by Ben.Marsh

	Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.

Change 3224792 on 2016/12/07 by Ben.Marsh

	UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.

Change 3225212 on 2016/12/07 by Ben.Marsh

	UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.

	Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.

	The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.

Change 3226310 on 2016/12/07 by Ben.Marsh

	PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)

Change 3228273 on 2016/12/08 by Ben.Marsh

	Update copyright notices for QAGame.

Change 3229166 on 2016/12/09 by Ben.Marsh

	UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.

Change 3230601 on 2016/12/12 by Ben.Marsh

	Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.

Change 3230737 on 2016/12/12 by Ben.Marsh

	UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.

Change 3230751 on 2016/12/12 by Ben.Marsh

	UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.

Change 3230804 on 2016/12/12 by Ben.Marsh

	UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.

Change 3230831 on 2016/12/12 by Ben.Marsh

	UGS: Warn when trying to switch streams if files are checked out.

Change 3231281 on 2016/12/12 by Chad.Garyet

	Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one

Change 3231496 on 2016/12/12 by Ben.Marsh

	Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.

Change 3231979 on 2016/12/12 by Ben.Marsh

	UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.

Change 3232619 on 2016/12/13 by Ben.Marsh

	Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.

[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -05:00
Brent Pease
e1162a17f7 + Standarize on AnyCPU for all platforms
+ Remove other non AnyCPU platforms
 + Ensure all AnyCPU targets actually use the AnyCPU architecture
 + Clean up inconsistent references and paths

#rb ben.marsh
#lockdown ben.marsh

[CL 3125996 by Brent Pease in Main branch]
2016-09-14 19:52:44 -04:00
Josh Adams
1b81c281d4 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366)
#lockdown Nick.Penwarden
#rb none

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

Change 2714591 on 2015/10/02 by Ben.Marsh

	Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform)

Change 2916715 on 2016/03/21 by Daniel.Lamb

	First pass at splitting out build cook run into into seperate scripts.

Change 2948322 on 2016/04/19 by Nick.Shin

	update libwebsockets to v1.7.4

	part 4 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2970016 on 2016/05/07 by Nick.Shin

	undo all of the following upgrades:
	- zlib
	- openssl
	- libcurl
	- libwebsockets

	and reset webrtc

	#jira UE-30298 - Fortnite and Orion crash on login

Change 3059693 on 2016/07/21 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3061151 on 2016/07/22 by Niklas.Smedberg

	Fast ASTC texture compression, using ISPC.

	#jira UE-32308

Change 3061428 on 2016/07/22 by Peter.Sauerbrei

	Back out changelist 3061151 as it wasn't approved for submission

Change 3061970 on 2016/07/22 by Steve.Cano

	Adding AdMob interstitital ad support for Android, including Blueprint functions

	#jira UE-33286
	#ue4
	#android

Change 3062160 on 2016/07/22 by Mark.Satterthwaite

	Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
	#jira UE-33355

Change 3062770 on 2016/07/24 by Brent.Pease

	UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows

Change 3063227 on 2016/07/25 by Dmitry.Rekman

	Update hlslcc cross-compile after libc++ change.

Change 3063314 on 2016/07/25 by Jeff.Campeau

	Xbox One DLL loading
	Receipts can be read back by request for target info

Change 3063329 on 2016/07/25 by Mark.Satterthwaite

	CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
	#jira UE-33600
	#jira UE-33028
	#jira UE-27879
	#jira UE-25802

Change 3063492 on 2016/07/25 by Brent.Pease

	UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
	UE-33200 - A movie isn't played on iOS occasionally.

Change 3063729 on 2016/07/25 by Dmitry.Rekman

	Linux: enable XGE on all platforms.

	#tests Cross-compiled a number of Linux targets on Windows.

Change 3063732 on 2016/07/25 by Dmitry.Rekman

	Fixed formatting (spaces->tabs) in previous change.

Change 3063750 on 2016/07/25 by Daniel.Lamb

	Added code to dump the cook modification delegate loads to log.
	Fixed the memory usage output log.
	#test cook paragon.

Change 3063804 on 2016/07/25 by Daniel.Lamb

	Added cookpartialgc additional commandline option to uat.
	#test UFE

Change 3064008 on 2016/07/25 by Mark.Satterthwaite

	For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound.
	#jira FORT-27685

Change 3064141 on 2016/07/25 by Jeff.Campeau

	Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64).

Change 3065024 on 2016/07/26 by Nick.Shin

	Change filetype
	remove exclusive check out bit

	requested by or.coheni & nick.penwarden

Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick

	DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files
	This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step

	Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap.

Change 3066338 on 2016/07/27 by Mark.Satterthwaite

	Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
	#jira UE-33779

Change 3066789 on 2016/07/27 by Daniel.Lamb

	Realtime mode does not save any packages anymore unless they are ready.
	#test cookontheside, cookbythebook shooter game

Change 3066847 on 2016/07/27 by Jeff.Campeau

	Fix define
	#2634
	#jira UE-33813

Change 3068868 on 2016/07/28 by Mark.Satterthwaite

	Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT.

Change 3070040 on 2016/07/29 by Dmitry.Rekman

	Delete Nadzorca.

Change 3070947 on 2016/07/29 by Jeff.Campeau

	Perforce C++ API 2015.2 (includes debug libraries)

Change 3073707 on 2016/08/02 by Daniel.Lamb

	Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map.
	Also process async results from shaders being compiled so they can have their memory resources released.
	#test DerivedDataCache commandlet shootergame.

Change 3076613 on 2016/08/03 by Brent.Pease

	 + UnrealTargetConfiguration is now passed into deploy and package methods
	 + The UIRequiredDeviceCapabilities  plist key now only considers the architectures from the corresponding target configuration (shipping or development)

Change 3076668 on 2016/08/03 by Brent.Pease

	Back out changelist 3076613

Change 3077157 on 2016/08/04 by Daniel.Lamb

	Fixed up DLC staging so that it stages to the proper mount point.
	Fixes up include engine content in DLC staging paths.
	#test Made up shooter game DLC

Change 3077191 on 2016/08/04 by Daniel.Lamb

	More smartly process async shader compilation if we are waiting for it.
	#test cook on the side shooter game cook by the book shooter game.

Change 3077412 on 2016/08/04 by Mark.Satterthwaite

	Fix "iOS Metal-based build crashes at launch with sub-levels":
	- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
	- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
	- Fix validation error of texture reallocation on loading template projects under Metal.
	#jira UE-30847

Change 3077958 on 2016/08/04 by Brent.Pease

	 + UnrealTargetConfiguration is now passed into deploy and package methods
	 + The UIRequiredDeviceCapabilities  plist key now only considers the architectures from the corresponding target configuration (shipping or development)

Change 3079503 on 2016/08/05 by Mark.Satterthwaite

	Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
	#jira UE-33856

Change 3079737 on 2016/08/05 by Jeff.Campeau

	Add support for delay load DLLs on Xbox One
	Turn off warnging for missing PDBs to match VCToolchain.cs

Change 3081005 on 2016/08/08 by Mark.Satterthwaite

	Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work.

Change 3081557 on 2016/08/08 by Daniel.Lamb

	File-> Package saves all packages before starting packaging.
	#test File package first person template

Change 3082215 on 2016/08/09 by Lee.Clark

	PS4 - Added 4k profile

Change 3082412 on 2016/08/09 by Daniel.Lamb

	Fixed cook on the fly server not handling cook requests.
	#test Cook on the fly shooter game.

Change 3082955 on 2016/08/09 by Dmitry.Rekman

	Linux: convert existing Strcat() uses to Strncat().

	- Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether.

Change 3083772 on 2016/08/10 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server.
	 - Taken from \\devweb-02 and removed all the unused files/dependencies.
	 - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler.
	 - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever.

Change 3085450 on 2016/08/11 by Lee.Clark

	PS4 - Fix mediaplayer pipeline allocation

Change 3086360 on 2016/08/11 by Michael.Trepka

	Fixed a non-unity build error in Mac UnrealFrontend

Change 3087224 on 2016/08/12 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Refactor PS4 Crash Handler site
	 - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process.
	 - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone.
	 - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx.
	 - Added logging. Logs self-delete after 30 days.

	Testing required before we switch to the new system.

	#jira UE-34504
	#jira OR-26886

Change 3087626 on 2016/08/12 by Dmitry.Rekman

	PR #2689: Fix copying/duplicating failing on Linux (UE-34586).

	- Contributed by Web-eWorks.

Change 3087991 on 2016/08/12 by Mark.Satterthwaite

	Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
	- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
	- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
	- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
	- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
	- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
	- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
	- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
	- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
	#jira UE-34315

Change 3088790 on 2016/08/15 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Hook new PS4 crash handler up to the crash reporter website.
	 - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines.
	 - Switched the final output folder to match the one the crash reporter process is watching.
	 - Hide upload form on a config variable.

	#jira UE-34504
	#jira OR-26886

Change 3089060 on 2016/08/15 by Luke.Thatcher

	[PLATFORM] [PS4] [!]
	Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report.
	Allowed showing of debug upload form via "Default.aspx?showform=1" query string.

	#jira UE-34504
	#jira OR-26886

Change 3089089 on 2016/08/15 by Mark.Satterthwaite

	Duplicated changes to AppleMovieStreamer from CL #3088149.
	#jira UE-34315

Change 3089460 on 2016/08/15 by Mark.Satterthwaite

	Duplicate CL #3080971:
	Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
	#jira UE-34355

Change 3089465 on 2016/08/15 by Mark.Satterthwaite

	For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0.

Change 3089902 on 2016/08/15 by Daniel.Lamb

	Changed the next compiling ID to the correct compiling ID.
	#test Cook

Change 3089903 on 2016/08/15 by Daniel.Lamb

	Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings.

Change 3090114 on 2016/08/16 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Minor change to PS4 settings text on crash handler site.

Change 3090949 on 2016/08/16 by Nick.Shin

	WebSocketNetDriver crash fix

	filled in missing chunk of code that calls PacketHandler's "packet modifiers"

	#jira UE-25492   HTML5 Client cannot connect to Windows Server
	#jira UE-30880   WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
	#code.review john.pollard john.barrett

Change 3091265 on 2016/08/16 by Brent.Pease

	Add IOS support to HarfBuzz

Change 3091267 on 2016/08/16 by Brent.Pease

	Add references to fix mono build

Change 3091291 on 2016/08/16 by Nick.Shin

	CIS warning fix

	#jira UE-25492   HTML5 Client cannot connect to Windows Server
	#jira UE-30880   WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket

Change 3091781 on 2016/08/17 by Joe.Barnes

	UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints.

Change 3092687 on 2016/08/17 by Daniel.Lamb

	Added support for using binned allocator in cooker instead of tbb.
	#test Cook shootergame.

Change 3093867 on 2016/08/18 by Mark.Satterthwaite

	Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled.

Change 3093950 on 2016/08/18 by Mark.Satterthwaite

	Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12.

Change 3093951 on 2016/08/18 by Mark.Satterthwaite

	More SCW threads on Mac - they work now.

Change 3093960 on 2016/08/18 by Mark.Satterthwaite

	Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue.

Change 3096493 on 2016/08/22 by Jeff.Campeau

	Use Xbox version of DirectX include.

Change 3097509 on 2016/08/23 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Refactor PS4 Symbol Publish
	 - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic.
	 - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols().
	 - Re-generated the build graph schema file.
	 - Removed the old PS4 symbols upload path in the package step.

	Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient.

Change 3097635 on 2016/08/23 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Refactor Age Symbols task in UAT.
	 - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic.
	 - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols.
	 - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers.

	Modified OrionBuild.xml to age both the Windows and PS4 symbol stores.

Change 3097713 on 2016/08/23 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Enable new PS4 crash handler server
	 - Created live deployment profile and applied the required config file changes.

Change 3099214 on 2016/08/24 by Luke.Thatcher

	[PLATFORM] [PS4] [!]
	Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)?

Change 3099222 on 2016/08/24 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library.
	 - Note, only one and two button message dialogs are supported (limitation of MsgDialog).

Change 3099260 on 2016/08/24 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump.

Change 3101192 on 2016/08/25 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3101944 on 2016/08/25 by Daniel.Lamb

	Ask to save the current level when we are using launch on.

Change 3102036 on 2016/08/25 by Nick.Shin

	check for minimum expected size upon data received from network

	#jira UE-13657 - HTML5 plugin OnRawRecieve overflow

Change 3102115 on 2016/08/25 by Brent.Pease

	 - Fix small errors that probably only show up in the mac mono build

	#code.review peter.sauerbrei

Change 3102747 on 2016/08/26 by Jeremiah.Waldron

	Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK
	 - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled
	 - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS

Change 3102900 on 2016/08/26 by Nick.Shin

	since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log()

	#jira UE-26047 - HTML5 HTTP Response Headers not implemented

Change 3103130 on 2016/08/26 by Brent.Pease

	UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync

Change 3103225 on 2016/08/26 by Daniel.Lamb

	Fixed issue with warning which would cause crash.

Change 3103425 on 2016/08/26 by Dmitry.Rekman

	Enable offscreen GL rendering without X.

	- Added new video subsystem to SDL that is uses EGL to initialize the context.
	- Most windoing functions stubbed.
	- Also added a new test case to TestPAL for easier debugging.

Change 3104743 on 2016/08/29 by Brent.Pease

	Support remote offline metal shader compilation

Change 3105051 on 2016/08/29 by Brent.Pease

	UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE

	 - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device
	 - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed.
	 - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs

Change 3105053 on 2016/08/29 by Brent.Pease

	 - IOS dll's as part of the last check-in

Change 3106853 on 2016/08/30 by Jeff.Campeau

	Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite

Change 3107361 on 2016/08/30 by Dmitry.Rekman

	Renderer: changes to allow postproc delegates.

Change 3107362 on 2016/08/30 by Dmitry.Rekman

	Plugin with a CUDA postproc example.

	- Linux version only. Runs under a headless GL too (without X).
	- Disabled during cross-compilation, can be compiled natively only.
	- CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well).
	- To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory).

Change 3107913 on 2016/08/31 by Daniel.Lamb

	Fixed loading of cooked content in the editor.

Change 3107916 on 2016/08/31 by Daniel.Lamb

	Added error case when shader compilation fails to notify shader.
	#test Cook shooter game.

Change 3108080 on 2016/08/31 by Josh.Adams

	- Fixed PS4Automation compile errors

Change 3109077 on 2016/08/31 by Brent.Pease

	Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface

Change 3110086 on 2016/09/01 by Dmitry.Rekman

	Fix race condition in PThread runnable (UE-35074).

	- Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909).
	- Do not use an invalid value for pthread_t, since there's none.

Change 3110172 on 2016/09/01 by Dmitry.Rekman

	Fixed a crash exiting VR Preview on Windows GL4 (UE-28708).

	- PR #2188 submitted by ardneran.

Change 3110313 on 2016/09/01 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3111134 on 2016/09/01 by Dmitry.Rekman

	UBT: prevent mono from hanging on Ctrl-C.

	- Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up.

Change 3111171 on 2016/09/01 by Brent.Pease

	Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform

Change 3111177 on 2016/09/01 by Dmitry.Rekman

	Fix Linux build on systems without CUDA (UE-35460).

Change 3111548 on 2016/09/02 by Luke.Thatcher

	[PLATFORM] [PS4] [!]
	Fix for PS4 iterative deployment.
	 - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists.

Change 3111863 on 2016/09/02 by Dmitry.Rekman

	Better fix for build without CUDA (UE-35460).

Change 3112738 on 2016/09/02 by Mark.Satterthwaite

	Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason.
	#jira UE-34989

Change 3114579 on 2016/09/06 by Chris.Babcock

	Fix Vulkan include path in NDK check (contributed by geediiiiky)
	#jira UE-35490
	#github #2758
	#ue4
	#android

Change 3115115 on 2016/09/06 by Jeff.Campeau

	Calculate buffer size for paks using the bitwindow override as needed

Change 3115600 on 2016/09/07 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Make the crash dump handler registration much earlier, to catch crashes in early engine init.
	 - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet.
	 - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet.

	Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume.

Change 3115676 on 2016/09/07 by Luke.Thatcher

	[PLATFORM] [~]
	Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1
	Add .exe and .dll to windows symbol upload file filters.

Change 3115811 on 2016/09/07 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3115944 on 2016/09/07 by Michael.Trepka

	Implemented IsGamepadAttached() for Mac

Change 3115948 on 2016/09/07 by Michael.Trepka

	Don't try to restore Help menu item on Mac if MenuBlock does not contain it

Change 3116200 on 2016/09/07 by Jeff.Campeau

	Fix parameter ordering

Change 3117660 on 2016/09/08 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3117728 on 2016/09/08 by Michael.Trepka

	Copy of CL 3117698 by Mike.Fricker

	Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click
	- This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor

Change 3117797 on 2016/09/08 by Peter.Sauerbrei

	Shader Resource compression

Change 3117988 on 2016/09/08 by Brent.Pease

	 - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration
	 - Fix what I think was a merge error in BuildGraph.cs

Change 3118296 on 2016/09/08 by Daniel.Lamb

	Fixed crash with launch on.  Couldnt' correctly detect previous generated ini settings.
	#test launch on QA game
	#jira UE-35741

Change 3118438 on 2016/09/08 by JohnHenry.Carawon

	Fix UAT compilation on Linux
	#UE-35745

Change 3118934 on 2016/09/08 by Jeff.Campeau

	Shader compression setting based on target platform instead of cooking host platform.

	#jira UE-35753

Change 3120190 on 2016/09/09 by Ben.Marsh

	Add missing Platform attribute to build script for Dev-Platform.

[CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
Ben Marsh
1ae32843fa Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348)
#lockdown Nick.Penwarden
#rb none

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

Change 2982033 on 2016/05/18 by Chad.Garyet

	Checking in progress on the ue4 BuildGraph conversion.
	Builds and Compiles editor and game on all platforms
	Builds DDC on win64 and mac
	Builds Tools on win64

Change 3047983 on 2016/07/13 by Ben.Marsh

	PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans)

Change 3048267 on 2016/07/13 by Ben.Marsh

	BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics").

Change 3048293 on 2016/07/13 by Ben.Marsh

	BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script.

Change 3048454 on 2016/07/13 by Ben.Marsh

	BuildGraph: Disable output of error messages when just printing the contents of the graph.

Change 3048507 on 2016/07/13 by Ben.Marsh

	BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build.

Change 3049459 on 2016/07/14 by Matthew.Griffin

	Updated location of HTML5 SDKs for Installed Builds
	#jira UE-32171

Change 3049675 on 2016/07/14 by Matthew.Griffin

	Ensured that all platforms are registered when running -validateplatform command
	#jira UE-31082

Change 3049922 on 2016/07/14 by Ben.Marsh

	UBT: Fix path to XML config file in boilerplate message.

Change 3051483 on 2016/07/15 by Ben.Marsh

	EC: Remove code to prettify node names, now that we can have pretty node names explicitly.

Change 3051522 on 2016/07/15 by Ben.Marsh

	BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS.

Change 3051770 on 2016/07/15 by Ben.Marsh

	UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead.

Change 3052990 on 2016/07/17 by Ben.Marsh

	Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC.

Change 3053556 on 2016/07/18 by Ben.Marsh

	BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user).

	Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag.

Change 3053688 on 2016/07/18 by Ben.Marsh

	Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails.

Change 3054039 on 2016/07/18 by Ben.Marsh

	Fix confusing message when compiler isn't installed if the target forces VS2013

Change 3054360 on 2016/07/18 by Ben.Marsh

	Remove GUBP support from EC scripts.

Change 3054399 on 2016/07/18 by Ben.Marsh

	Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h

Change 3055671 on 2016/07/19 by Ben.Marsh

	Remove incomplete UWP integration from UE4.

Change 3055943 on 2016/07/19 by Ben.Marsh

	Remove the WinRT target platform.

Change 3056270 on 2016/07/19 by Ben.Marsh

	Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h

Change 3056390 on 2016/07/19 by Ben.Marsh

	Core: Directly include headers required by default JsonWriter template instantiation.

Change 3057444 on 2016/07/20 by Ben.Marsh

	UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4.

Change 3058337 on 2016/07/20 by Ben.Marsh

	Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry.

Change 3058348 on 2016/07/20 by Ben.Marsh

	Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging.

[CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
Ben Marsh
05771236d8 Fix for 'launch on' not working due to stale code from other projects preventing UAT from compiling. Editor passes -ScriptsForProject= argument to UAT to limit the scripts which are compiled and loaded, but a stale AutomationTool.csproj.References file can bring in references to other projects. Disable the include using a property passed on the command line from RunUAT.bat.
#jira UE-22887
#codereview Wes.Hunt
#lockdown Nick.Penwarden

[CL 2769801 by Ben Marsh in Main branch]
2015-11-17 11:55:31 -05:00
Wes Hunt
14b5318a8c Get UAT running as a 64-bit process again.
* As of .NET 4.5, the default for Any CPU is to "prefer 32-bit process", and you need to explicitly turn this off to require the process be run as 64-bit.
* See http://blogs.microsoft.co.il/sasha/2012/04/04/what-anycpu-really-means-as-of-net-45-and-visual-studio-11/ for details.
* UAT will now assert when Environment.Is64BitProcess is false on startup, as we essentially require 64-bit for certain scripts, and that's how we ran it before upgrading to .NET4.5.
* Also set default optimization options for the project, which were changed at some point.
* Finally, rolled back CL#2633880, which was trying to work around the fact that UAT was running 32-bit.
#codereview:richard.fawcett, ben.marsh

[CL 2634273 by Wes Hunt in Main branch]
2015-07-27 14:40:30 -04:00
Wes Hunt
7fa290bb33 Summary: running UAT from VS is simpler and faster.
UEB-261 - Ensure that compiling AutomationTool in VS will compile all other Automation Projects
* Just set AutomationTool as your startup project and pass the command to execute.
* VS will build the script modules at build time, instead of every time at runtime.
* To make this happen, "UBT.exe -ProjectFiles" now generates a companion AutomationTool.csproj.References that make AutomationTool depend on all Automation modules.
* AutomationTool.exe defaults to not building script modules at runtime. Pass -compile if you want to dynamically build them.
* Without the .references file, AutomationTool will only build itself and you will need to pass -compile.
* RunUAT.bat still works that same, defaulting to runtime compilation and supporting -nocompile flag. It then passes -compile (or nothing) to AutomationTool.

Other
* All Automation projects target .Net 4.5. Some already were and had hard dependencies on them (Rocket and SyncGithub -> Octokit). Now that AutomationTool directly depends on them, everything had to use .Net 4.5.
* Decoupled logic for -NoCompile and -NoCompileEditor. The flags are still confusing, but -NoCompile is no longer linked to -NoCompileEditor.
* Had to leave in stub support in UAT for -NoCompile else RunUAT.bat passes it along and UAT complains that it doesn't understand it.
* Added a CommandUtils.Run option to support run command, but still output the run duration.
* Reduced the verbosity when UAT.proj is run from dozens of lines per module to a single Module -> Output line. It was looking like there were problems, but it was just msbuild spew.
#codereview:ben.marsh

[CL 2615060 by Wes Hunt in Main branch]
2015-07-09 10:15:37 -04:00
Wes Hunt
506f7e64a4 UEB-260 - Break AutomationTool into AutomationUtils that all automation projects depend on, and AutomationTool, which essentially only contains the startup code.
* Remove ErrorReporter.Error, replace with AutomationException with Error Code.
* Move ErrorCodes to AutomationException.
* Don't return exit codes. Solely rely on exceptions to propagate exit codes.
* Remove MainProc delegate
* Remove setting of Environment.ExitCode as it is ignored when main returns an int.
* ShutdownLogging is nothrow, as all exceptions would be ignored anyway.
* Wrap all shutdown steps so further ones get a chance to run.
* Move HostPlatform.Initialize into the global try/catch block
#codereview:ben.marsh

[CL 2605826 by Wes Hunt in Main branch]
2015-06-30 11:40:05 -04:00
Ben Marsh
d4307d5c6e Move TempStorage into the GUBP project.
[CL 2597696 by Ben Marsh in Main branch]
2015-06-23 15:40:30 -04:00
Ben Marsh
35849c8329 Move FileFilter into AutomationTool project, so it can be used elsewhere.
[CL 2453952 by Ben Marsh in Main branch]
2015-02-20 16:27:50 -05:00
Dmitry Rekman
3dd3dc494f Linux host platform for UAT.
- Note: target framework for UAT (mono project) is upped to 4.5 to match UBT.

#codereview Josh.Adams, Michael.Trepka, Kellan.Carr, Gil.Gribb

[CL 2285233 by Dmitry Rekman in Main branch]
2014-09-04 17:31:34 -04:00
Robert Manuszewski
c15b65025f Force UAT scripts to be built in Development config (just like UAT).
Disabled UAT code optimizations (shouldn't affect performance but should improve debugging in Development config)

[CL 2281484 by Robert Manuszewski in Main branch]
2014-09-02 10:20:38 -04:00
Robert Manuszewski
c488b52089 Making sure all dependencies of UAT build with the same config.
#change AutomationTool, AutomationToolLauncher and DotNETUtilities will always compile in Development in the sln to avoid situations where one of UAT dependencies is built with diffrerent config which results in UAT failing to compile scripts in Debug due to outdated dependencies of UAT.

[CL 2281268 by Robert Manuszewski in Main branch]
2014-09-02 06:54:47 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00