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https://github.com/izzy2lost/UnrealEngineUWP.git
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777dffe8ff8d52d7eb7894deab386c816a48f80f
20 Commits
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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] |
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28be3c41b4 |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3075869)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3059740 on 2016/07/21 by Ben.Marsh Format license violations on separate lines rather than as a single multi-line string, so they can be parsed out correctly by the EC log parser. Change 3063115 on 2016/07/25 by Ben.Marsh Add missing projects to Mono AutomationTool solution. Change 3067125 on 2016/07/27 by Ben.Marsh Clean up and document the engine versioning system. * Version.h has a summary of all the different versioning concepts in UE4, as well as an explanation of what all the macros do. * VersionLocked.h has been removed. ENGINE_NET_VERSION and ENGINE_REPLAY_VERSION can be overriden directly in Version.h if necessary. * Added explicit macros for ENGINE_CURRENT_CL_VERSION And ENGINE_COMPATIBLE_CL_VERSION. The MODULE_API_VERSION macro is now defined to be the same as ENGINE_COMPATIBLE_CL_VERSION. * Build/Build.version now includes the compatible CL version, so it can be determined without having to parse header files inside MacToolChain.cs. * UpdateLocalVersion UAT command now exposes a -CompatibleCL=... argument to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version. * SetVersion BuildGraph task now has a CompatibleChange="" attribute to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version. * VersionFileUpdater now makes an effort to parse tokens matching the macros it's going to overwrite, rather than requiring exact matches in whitespace in Version.h. * Running UpdateLocalVersion now syncs files to revision 0 before writing if P4 is enabled, similarly to UGS, or fails if they are not writable. Change 3067242 on 2016/07/27 by Ben.Marsh Fix UGS showing a build failure/warning dialog immediately if you submit while the build is yellow/red. Now ignores builds before your last submitted CL. Change 3068116 on 2016/07/28 by Ben.Marsh Add a small Windows utility to terminate all running processes under a given root directory, and run it before and after every sync. Mean to fix instances where zombie editor processes do not terminate correctly and cause subsequent syncs to fail. Change 3068246 on 2016/07/28 by Ben.Marsh UGS: Improvements to 'Clean Workspace' dialog - empty folders are now set to be deleted by default, and added a context menu to select all/none/empty/default for a subtree, as well as to open Windows explorer at that location. Change 3068573 on 2016/07/28 by Ben.Marsh Attempt to fix AppDomain unload errors; suspect caused by delay to terminate child processes when managed exception is thrown on child threads. Now waits for the currently running threads to finish executing before quitting. Change 3068575 on 2016/07/28 by Ben.Marsh Respect the -noxge command-line argument when compiling UHT. Change 3068665 on 2016/07/28 by Ben.Marsh Delete any DLLs in output folders which share names with build products. The Windows loader reads DLLs from the first location it finds a file with a matching name, so we need to ensure that it doesn't load stale DLLs when output directories are changed (moving a module into a plugin, for example). Change 3073316 on 2016/08/02 by Ben.Marsh CoreUObject: Replace header guards with #pragma once directives. Change 3073325 on 2016/08/02 by Ben.Marsh CoreUObject: Manually untangle a few circular includes around ObjectBase.h and Class.h to allow making them into IWYU-style headers. Change 3074391 on 2016/08/02 by Ben.Marsh GitHub #2646: Always allow programs to build as part of non-game solution configurations. Change 3075123 on 2016/08/03 by Richard.Fawcett Ensure that zip files created outside of Ionic Zip can be unzipped with CommandUtils.UnzipFiles Zip files created with 7-zip, WinRAR, and Windows Explorer all contain entities for directories, not just the files in them. Code in CommandUtils.UnzipFiles made the assumption that all entities in the zip file were files, and an exception was being thrown on encountering a directory. Change 3075848 on 2016/08/03 by Ben.Marsh UBT: Fix a few cases where it's possible to construct a non-canonical DirectoryReference - root directories on Windows must always have a terminating slash, but any other directories must note. DirectoryInfo and Path.GetFullPath() do not enforce this requirement. Change 3075850 on 2016/08/03 by Ben.Marsh UBT: Fix UHT failures when running with -nopch. Change 3077058 by Ben.Marsh UHT: Remove the auto-generated ObjectBase.h include from generated header files. Was originally added to allow doxygen to parse headers more easily, but was switched to parsing the file only as part of parent files instead. [CL 3077308 by Ben Marsh in Main branch] |
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a0ef617fd2 |
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2949393)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2949393 on 2016/04/20 by Graeme.Thornton Orion non-pak file security. - Removed security bypass code from platform pak file - Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not - Added an orion delegate which whitelists appropriate files #rb robert.manuszewski #tests win64 client + dedicated server. golden path. Change 2949232 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus) #jira OR-18017 #rb marcus.wassmer #tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points #ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2949032 on 2016/04/19 by Zak.Middleton #orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered. This should have the following effects: 1. Reduce server CPU cost (we tick minions at the net frequency). 2. Reduce server bandwidth 3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received). #rb Bart.Bressler, John.Pollard #codereview Dmitry.Rekman #tests MultiPIE AI lane, Replays Change 2948966 on 2016/04/19 by Lina.Halper Added log (check) of the asset info for Anim Per Track contains invalid format key #rb: Michael.Noland #code review: Martin.Wilson, Laurent.Delayen, Michael.Noland #tests: editor/ cooked and test with AI_Tests with 10 bots. Change 2948876 on 2016/04/19 by Michael.Noland PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory) #rb none #codereview marcus.wassmer #tests Ran Paragon on PS4 Change 2948765 on 2016/04/19 by Daniel.Lamb Removed AssetImportData tag from cooked asset registry builds. #rb Andrew.Grant #test Cook orion Change 2948691 on 2016/04/19 by Marcus.Wassmer Fix copytoresolvetarget ensure #rb none #test pc agora Change 2948633 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt [AUTOMERGE] Fix copytoresolve crash and change validation to ensure. #test PC editor / PC golden path #rb none -------- Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32. #ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948507 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release #rb none #tests cooked client, checked game runs #ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948431 on 2016/04/19 by Steve.Robb CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #codereview robert.manuszewski,bob.tellez #rb bob.tellez #tests Ran editor Change 2948408 on 2016/04/19 by Leslie.Nivison Adding .tps #rb none #test none Change 2948185 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: chris.bunner Fix for HLOD visibility freeze. #tests Golden Path, Editor #rb rolando.caloca, michael.noland #lockdown andrew.grant #jira OR-19863 #ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948149 on 2016/04/19 by Simon.Tovey Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do. #rb none #tests No more crash #codereview Marcus.Wassmer Change 2948129 on 2016/04/19 by Lukasz.Furman fixed gameplay debugger getting stuck with outdated data pack on client, changed names of AI related debug cvars #rb none #tests game, PIE #codereview Mieszko.Zielinski Change 2948027 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: graeme.thornton Fix for OR-20033 - CRASH: Client will crash with FRCPassPostProcessCircleDOFSetup #rb none #tests checked game runs without crashing #ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt Fix compile error #rb none, #tests none Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt Added more logging to track down https://jira.ol.epicgames.net/browse/OR-19841 #rb none, #tests none Change 2947412 on 2016/04/18 by Ryan.Gerleve Fix shadowed variable. #rb none #tests none Change 2947377 on 2016/04/18 by Jamie.Dale Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes #rb Matt.Kuhlenschmidt #tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather. Change 2947351 on 2016/04/18 by Ryan.Gerleve Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay. Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later. #tests golden path, replays #rb john.pollard Change 2947103 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2947071 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947007 on 2016/04/18 by Zak.Middleton #ue4 - Improve linear smoothing in the presence of low net frequency updates. #rb Bart.Bressler #tests MultiPIE AI with lanes Change 2946994 on 2016/04/18 by Mieszko.Zielinski Improvements to NavigationSystem's "abstract navigation data" support #UE4 #rb Lukasz.Furman #test golden path Change 2946760 on 2016/04/18 by Chris.Bunner Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all. #tests Editor #rb None Change 2946745 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2946637 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2946645 on 2016/04/18 by Richard.Fawcett When promoting a buidl to staged, prevent enumeration of files already in S3 Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones. #rb Leigh.Swift #tests This technique has already been used in launcher promotions for several months Change 2946622 on 2016/04/18 by Richard.Fawcett By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time. This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check. #rb Leigh.Swift #tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified. Change 2945812 on 2016/04/15 by Daniel.Lamb Fixed error in diff cooked build commandlet. #rb ben.marsh #test Compile. Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt Fix crash exporting actors with non-scene components to fbx #rb none, #tests full scene exporting on maps that crashed #codereview alexis.matte Change 2945078 on 2016/04/15 by Simon.Tovey Fix for OR-19778 When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially. So the component did not think it had to update it's LOD but the emitters were not at the correct LOD. Have forced a LOD set on init when the component LOD is non-zero. #rb none #tests Works in editor and game. #codereview Olaf.Piesche Change 2944664 on 2016/04/14 by Uriel.Doyon Fix to SM4 compilation issue #jira OR-19706 #rb marcus.wassmer #tests tested editor in SM4 and SM5 Change 2944642 on 2016/04/14 by Lukasz.Furman changed waypoint switch conditions in meta nav paths #rb none #tests PIE #codereview Mieszko.Zielinski Change 2944599 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Added sha1 to UnrealPak list output #rb none #tests listed content of pakfile #ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944441 on 2016/04/14 by Marcus.Wassmer Duplicate change to output shader compiler errors. #rb none #test run PC and see errors. Change 2944437 on 2016/04/14 by John.Pollard Possible fix for https://jira.ol.epicgames.net/browse/OR-19614 #rb JoshM #codereview Josh.Markiewicz #tests Golden path matchmaking Change 2944430 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget #rb david.ratti #tests Tested in the editor #ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944198 on 2016/04/14 by David.Ratti Paragon - register for slow/stun/root/silence callbacks on any tag count change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE. Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there. #rb dayY #tests pie Change 2944124 on 2016/04/14 by Wes.Hunt Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need. #codereview:leslie.nivison #rb none #tests ran UAT ListThirdPartySoftware <for Orion> Change 2944107 on 2016/04/14 by Wes.Hunt MeshUtilities now depends on new module nvTessLib to better track the third party dependency. #codereview:daniel.wright #rb none #tests build OrionClient/Editor for Win64 Change 2944102 on 2016/04/14 by Wes.Hunt Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches. #tests ran the UBT command #rb none Change 2943851 on 2016/04/14 by Ryan.Gerleve Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance. #rb john.pollard #tests golden path, replays, PIE Change 2943847 on 2016/04/14 by Ryan.Gerleve Fixes to support client replay recording & playback in another world: When recording a replay, only swap actor roles if the remote role is ROLE_Authority When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache #rb john.pollard #tests golden path, replays, PIE Change 2943691 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_24 - Fix for OR-19609, OR-19610, and OR-19611 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2943508 on 2016/04/14 by Richard.Fawcett Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads. #jira OPPBUILD-44 #rb Leigh.Swift #tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones Change 2943274 on 2016/04/13 by jason.bestimt #ORION_MAIN - Merge 24 @ CL 2943257 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: david.nikdel, jason.bestimt Change 2943178 on 2016/04/13 by Olaf.Piesche Bumping size of the particle curve texture to 512x512 #rb martin.mittring #tests PC Editor, Game Change 2943174 on 2016/04/13 by Aaron.McLeran OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match - Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice. - Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases. #codereview Bob.Tellez #rb Bob.Tellez #tests ran orion with this change testing problematic sound cue Change 2943042 on 2016/04/13 by Rob.Cannaday Fix crash in HTTP completion delegates on shutdown Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called #rb josh.markiewicz #tests shutting down multiple times Change 2942913 on 2016/04/13 by Lukasz.Furman added meta navmesh paths #orion #rb Mieszko.Zielinski #tests PIE Change 2942132 on 2016/04/13 by Wes.Hunt Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment. #codereview:leslie.nivison #rb peter.sauerbrei #tests running UBT with and without -listbuildfolders Change 2941651 on 2016/04/12 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 2941645 #RB:none #Tests:none Change 2941539 on 2016/04/12 by Laurent.Delayen FABRIK: Normalize outgoing rotations. Fixes Chains Q ability crashing. #rb none #tests Chains not crashing Change 2941469 on 2016/04/12 by Wes.Hunt Fix UBT -ListBuildFolders to not prep target for deployment. #codereview:leslie.nivison #rb none #tests tested -ListBuildFolders for Android Change 2941434 on 2016/04/12 by Leslie.Nivison Adding/cleaning up .tps files #rb none #test none Change 2941241 on 2016/04/12 by Daniel.Lamb Removed shadername from the shader code to fix deterministic material cooking issue. #jira UE-29320 #codereview Marcus.Wassmer #rb Marcus.Wassmer #test Running editor, cooking orion. Change 2941046 on 2016/04/12 by Laurent.Delayen Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset. Fixes Twinblast double shot for the left primary attack. #rb benn.gallagher #codereview lina.halper, ray.arnett, aaron.eady #tests twinblast's LMB Change 2941032 on 2016/04/12 by Jason.Bestimt #ORION_24 - Merge MAIN @ CL 2940950 #RB:none #Tests:none [CL 2952833 by Andrew Grant in Main branch] |
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1ff335d148 |
Copying //UE4/Dev-Core to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2877442 on 2016/02/23 by Graeme.Thornton@GThornton_DevCore
Allow 'dumpnonframe' stat command to also take an optional group name which will filter the output
Change 2879289 on 2016/02/24 by Graeme.Thornton@GThornton_DevCore
Removed "-" in switch string for load time tracker. Makes -NoLoadTrackClear cmd line param actually work
Change 2879323 on 2016/02/24 by Graeme.Thornton@GThornton_DevCore
PC builds now log engine initialization time with the load time tracker
Change 2879418 on 2016/02/24 by Graeme.Thornton@GThornton_DevCore
Optimization for FSignedArchiveReader
- Compute incoming data hash in parallel on another thread while we serialize and decrypt the signature on the chunk cache worker thread
Change 2879419 on 2016/02/24 by Graeme.Thornton@GThornton_DevCore
Extra stats for PakFile group
- Time reading from pak handles
- Number of open pak handles
Change 2881199 on 2016/02/25 by Graeme.Thornton@GThornton_DevCore
Use 32 bit CRCs to hash chunk contents rather than SHA1. Much faster to compute than SHA1, and the decrypting 4 bytes rather than 20 is also a lot faster
Change 2885687 on 2016/02/29 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Close disregard for GC pool when disabling it to leave it in a good state.
Change 2887358 on 2016/03/01 by Steve.Robb@Dev-Core
FlushCurrentThreadCache calls forwarded on from FMalloc wrappers.
Change 2887398 on 2016/03/01 by Steve.Robb@Dev-Core
Stats for MallocBinned2.
Change 2887682 on 2016/03/01 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Added code to catch game hangs. If game thread is stalled for more than 5 seconds we will catch that, report its callstack and crash.
Change 2889573 on 2016/03/02 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Renamed the new StackWalkAndDump to ThreadStackWalkAndDump to avoid name collisions and build errors.
Change 2889687 on 2016/03/02 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Send thread heartbeats during potentially slow tasks.
Change 2889963 on 2016/03/02 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Added the ability to query the name of a thread given its TLS id.
Change 2890439 on 2016/03/02 by Steve.Robb@Dev-Core
MallocBinned redirection header, to allow easy switching between MallocBinned and MallocBinned2.
Switch back to MallocBinned by default.
Change 2891799 on 2016/03/03 by Steve.Robb@Dev-Core
Shrunken GMallocBinned2MemSizeToIndex array.
Improvement of some shared templated alignment-related functions.
Change 2891812 on 2016/03/03 by Graeme.Thornton@GThornton_DevCore
Refactoring of pak signing to be more compatible with patching
- Store signatures in a block at the end of the pak file
- Optimize decryption of signatures by serializing them all when the pak is opened, and decrypting on the chunk cache worker thread between read requests.
Change 2891813 on 2016/03/03 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2
Don't compile UnrealPak with ICU
Change 2892386 on 2016/03/03 by Steve.Robb@Dev-Core
GitHub #2070 - Fix incorrect FMallocDebug::Malloc alignment checking
Change 2894189 on 2016/03/04 by Steve.Robb@Dev-Core
Memswap fixes for sizes of 3, 5, 6 and 7, and early out on 0.
Change 2894427 on 2016/03/04 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Don't display message boxes in unattended mode when D3D device is removed.
Change 2896912 on 2016/03/07 by Graeme.Thornton@GThornton_DevCore
Disable reading of anything outside the pak file when in shipping builds
Change 2897053 on 2016/03/07 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
A few improvements to thread heartbeat thread:
- Don't check for heartbeat in debug builds
- Don't spawn the thread heartbeat thread for programs
- Ignore stalls when exiting
Change 2898752 on 2016/03/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Fixing race conditions when using malloc verify
Change 2899075 on 2016/03/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
UnrealPak will now accept hex values for p and q. Added the command line param to trust p and q.
Change 2899091 on 2016/03/08 by Steve.Robb@Dev-Core
Fix for TQueue::Peek const-correctness.
Change 2902775 on 2016/03/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Adding code to test signature keys.
Change 2905040 on 2016/03/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
TBigInt Multiply is now 30x faster
Change 2905218 on 2016/03/11 by Steve.Robb@Dev-Core
New FCString::Strspn and FCString::Strcspn functions.
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505e2440b1 |
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
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d9f2a9fd85 |
Copying //UE4/Dev-Build to //UE4/Main
========================== MAJOR FEATURES + CHANGES ========================== Change 2864843 on 2016/02/12 by Ben.Marsh Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons. Change 2865161 on 2016/02/12 by Ben.Marsh Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build. Change 2865643 on 2016/02/12 by Ben.Marsh Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution. Change 2874408 on 2016/02/19 by Ben.Marsh Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present. Change 2879572 on 2016/02/24 by Ben.Marsh Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in. Change 2883216 on 2016/02/26 by Ben.Marsh Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields. Change 2883755 on 2016/02/26 by Ben.Marsh Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line. Change 2886223 on 2016/02/29 by Ben.Marsh Ignore SignTool errors - we can recover from them. Change 2887414 on 2016/03/01 by Ben.Marsh Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac. Change 2888235 on 2016/03/01 by Ben.Marsh Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects. Change 2889602 on 2016/03/02 by Ben.Marsh Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries. Change |
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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] |
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9d58a141e9 |
Copying //UE4/Orion-Staging to Dev-Main (Originates from //Orion/Main @ CL-2759376)
#lockdown Nick.Penwarden [CL 2759916 by Andrew Grant in Main branch] |
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bfddd22af3 |
UEB-394 - improved error message when UAT/UBT fails to execute due to global mutex. Removed name of mutex as it was not useful, and gave an idea of how to find the offending instance.
[CL 2675757 by Wes Hunt in Main branch] |
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72a1a24ca4 |
Allow build commands to fail with an exit code, without throwing exceptions and dumping a callstack. GUBP nodes handle call print callstacks near to the point that they're thrown, but still need to do EC/temp storage clean-up work before the command can execute, so we don't want unneccessary spam by the generic exception handler.
[CL 2662576 by Ben Marsh in Main branch] |
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34146c450d |
refactored Log to LogLog and LogConsole to Log
#uat [CL 2662556 by Peter Sauerbrei in Main branch] |
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585af51d15 |
TempStorage Refactor
GUBP High Level
* Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead.
* Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure).
* Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through.
GUBP Mid Level
* Removed -Store= and -StoreSuffix= test parameters.
* Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary.
* Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage.
* Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node.
* Fully XML commented TempStorage.cs, and commented internals all major functions.
* Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage.
UAT Mid Level
* Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs.
* Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\...
GUBP Low Level
* Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things.
* CullNodesForPreflight is only called for preflight builds.
* Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs().
* Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks.
* Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end.
* Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary.
* Removed unused single-threaded copy code from temp storage.
* Updated Temp Storage unit test, and fully commented the logic behind it.
UAT Low Level
* UAT top level exception handler is now a single log line now to help parsers find the error.
* Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter.
* Removed ExceptionToString as it used FormatException, which was not a good precedent.
* Fixed several cases of exception propagation that was not properly chaining the inner exception.
* Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain.
* Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions!
* Added a bunch of XML doc comments to CommandUtils.
* Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately.
* Added several @todos for other minor cleanup stuff that should happen eventually.
* Fixed some uses of String.Compare to use invariant culture.
#codereview:ben.marsh
[CL 2644846 by Wes Hunt in Main branch]
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95a659a830 |
Fix up calls to construct AutomationException(string Message, Exception Ex), as this overloaded constructor has been removed.
The overloaded constructor was removed in CL 2605826, so all existing calls are being interpreted as AutomationException(string Message, object[] Params), causing runtime failures when Message does not contain a replacement placeholder "{0}", and potential unwanted behavior if it does.
#jira OPP-3951
#codereview Wes.Hunt, Leigh.Swift
[CL 2643334 by Richard Fawcett in Main branch]
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79351a008c |
Remove build.properties. Applications can now use Build.version for structured version information; timestamp was only used by the launcher, so it now uses its own.
[CL 2638907 by Ben Marsh in Main branch] |
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dc1d815f84 |
refactored the logging system for UAT/UBT to be more like UE4
we now use an enum similar to UE4 with Fatal, Error, Warning, Display, Log, Verbose, and VeryVerbose Log will only go to the log file unless -verbose is passed on the command line reduced some of the output from UAT to be Log only [CL 2631062 by Peter Sauerbrei in Main branch] |
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7ff08138f9 |
Move Robust_XXX methods into InternalUtils, since it is called outside of TempStorage.
#UEB-307 [CL 2629371 by Wes Hunt in Main branch] |
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c1672d4beb |
Remove Remove some redundant and unused functions;
* InternalUtils::ExecutingAssemblyLocation * InternalUtils::ExecutingAssemblyDirectory * InternalUtils::ExecutableVersion * CommandUtils::WriteToFile (one overload not used) * CommandUtils::ExeFilename * CommandUtils::ExeDirectory * CommandUtils::CurrentDirectory Added: * Tools.DotNETCommon.AssemblyUtils::ExecutableVersion [CL 2629222 by Wes Hunt in Main branch] |
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da49e11f87 |
For for UAT RunSingleInstance not correctly honoring uebp_UATMutexNoWait. It would run the command and then try and take the mutex and run it again, which would fail when it couldn't take the mutex (because uebp_UATMutexNoWait is only set when another UAT is expected to already be running).
[CL 2613790 by Wes Hunt in Main branch] |
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6460b2a836 |
Fix path to assembly used to spawn child instances of UAT.
[CL 2610597 by Ben Marsh in Main branch] |
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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] |