Commit Graph

22 Commits

Author SHA1 Message Date
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

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

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Jaroslaw Surowiec
073ebeacac CrashReport - Commented obsolete functionality
[CL 2633681 by Jaroslaw Surowiec in Main branch]
2015-07-27 06:20:31 -04:00
Jaroslaw Surowiec
c091f11762 CrashReport - Commented obsolete functionality
[CL 2632434 by Jaroslaw Surowiec in Main branch]
2015-07-24 13:36:42 -04:00
Jaroslaw Surowiec
9bb4c74435 CrashReport - Commented obsolete functionality
[CL 2632310 by Jaroslaw Surowiec in Main branch]
2015-07-24 11:35:06 -04:00
Jaroslaw Surowiec
c992fa1169 CrashDebugHelper - Removed all obsolete functionality, will reimplement later, cleaned a lof of stuff, better support for network builds
[CL 2466180 by Jaroslaw Surowiec in Main branch]
2015-03-02 07:52:38 -05:00
Jaroslaw Surowiec
beef593d5a Stats - Stats for async task running on the thread pool
[CL 2446649 by Jaroslaw Surowiec in Main branch]
2015-02-16 03:16:32 -05:00
Nick Darnell
90e793745c Slate - ESlateCheckBoxState has been renamed to ECheckBoxState.
[CL 2384008 by Nick Darnell in Main branch]
2014-12-10 14:24:09 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Jamie Dale
978c4a0b69 Compiler fix found while doing a batch build
[CL 2370911 by Jamie Dale in Main branch]
2014-11-26 12:41:02 -05:00
Michael Trepka
1d5a0d5506 Updated engine code to compile correctly with OS X 10.10 SDK, added SDK detection to MacToolChain (based on iOS one)
#codereview Mark.Satterthwaite

[CL 2325808 by Michael Trepka in Main branch]
2014-10-10 15:07:46 -04:00
Michael Trepka
c7760aa8a6 FSlateMacMenu::UpdateCachedState() now checks with the global tab manager if there's any active tab instead of depending on not being called when there's not. This should solve any remaining issues with executing it while the app is quitting.
[CL 2314311 by Michael Trepka in Main branch]
2014-09-30 11:38:23 -04:00
Mark Satterthwaite
e432c124c8 Rather than cancelling OS quit requests on OS X and then quitting behind Cocoa's back, use the proper deferral mechanism so that we have Cocoa wait for the separate game thread to exit before it tears the application down. UE4 applications shouldn't cancel shutdown, restart or logout requests anymore.
#codereview michael.trepka

[CL 2312939 by Mark Satterthwaite in Main branch]
2014-09-29 11:10:28 -04:00
Michael Trepka
310577c6d2 Refactored Mac menu code to work better with game thread and fix crashes caused by performing game thread calls in menuNeedsUpdate:
#codereview Mark.Satterthwaite

[CL 2310125 by Michael Trepka in Main branch]
2014-09-25 14:42:11 -04:00
Marc Audy
0496f237ec Fix up symbol debugger to not try and load modules outside main thread
[CL 2294083 by Marc Audy in Main branch]
2014-09-11 15:44:57 -04:00
Mark Satterthwaite
8f351ac383 On OS X detach the game thread from the 'blessed' Cocoa main thread.
Cocoa isn't an event-polling API as UE4 expects, so previously we were subverting the NSApplication's event handling to pretend that it was. When the engine wasn't running the event loop fast enough, such as when loading where it isn't processed at all, this resulted in unresponsive windows and Spinning-Beachball-Of-Death. That isn't very satisfactory & to some users appears as if the application has crashed. To address these deficiencies without further attempts to subvert Cocoa, the game is now punted onto a separate thread where it can run its own tight-loop, leaving the main thread to handle the Cocoa event run-loop. Events are captured by delegate objects, as Cocoa requires, but dispatched and handled on the game thread which makes Cocoa appear more like other platform APIs to the higher-level UE4 code.
This can all be disabled using the MAC_SEPARATE_GAME_THREAD define in CocoaThread.cpp.
#codereview michael.trepka

[CL 2262543 by Mark Satterthwaite in Main branch]
2014-08-19 10:46:30 -04:00
Max Preussner
259dd3c351 Programs: NULL to nullptr
[CL 2239480 by Max Preussner in Main branch]
2014-08-01 02:40:54 -04:00
Jaroslaw Surowiec
bc01c16c09 CrashReport - Compilation fixes for SymbolDebugger
[CL 2227092 by Jaroslaw Surowiec in Main branch]
2014-07-22 11:50:18 -04:00
Michael Trepka
e0b50589d2 Removed Mac MainMenu.xib, the app and window menus are now generated dynamically.
[CL 2088627 by Michael Trepka in Main branch]
2014-05-29 17:46:24 -04:00
Andrew Rodham
07b90d1da2 #ttp 331268 - SLATE: Replace instances of DragDrop::IsTypeMatch with FDragDropEvent::GetOperationAs()
#summary  Replaced instances of DragDrop::IsTypeMatch with FDragDropEvent::GetOperationAs()
#note Please change any instances of DragDrop::IsTypeMatch for the templated FDragDropEvent::GetOperationAs<>() or FDragDropOperation::IsOfType<>() where necessary
#proj Editor
#branch UE4
#reviewedby Nick.Atamas

[CL 2042222 by Andrew Rodham in Main branch]
2014-04-23 18:00:50 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00