#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]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3035988 on 2016/07/01 by James.Brinkerhoff
Hotfix from CL 3032831 for UHT compile error on Windows 10 machines
Change 3034711 on 2016/06/30 by Peter.Sauerbrei
latest provision to go with latest certificate
Change 3032018 on 2016/06/28 by Shon.Love
#ocn, #mcp: Fixed create clan call.
Change 3031372 on 2016/06/28 by David.Nikdel
#Ocean: Post-Integration fixup commit
Change 3030867 on 2016/06/28 by Scott.Bowen
#ocean - Integrate changes from //WEX/... to allow importing Json attributes to apply to an item when created on Mcp.
Change 3030859 on 2016/06/28 by Shon.Love
#ocn, #mcp: Fixed Mac compiler errors.
Change 3030595 on 2016/06/28 by Shon.Love
#ocn, #mcp: Updated Groups implementation to interact with latest API.
Change 3030549 on 2016/06/28 by Shon.Love
#ocn, #mcp: Fixed nullptr-dereference if an async method disappeared/changed while still referenced by a blueprint. Crash would happen if you put your mouse of the 'missing async method' node in the blueprint editor.
Change 3028705 on 2016/06/27 by Ian.Fox
Duplicating 3027482 from //Orion/Main
Read TaggedPropertyRedirects from all config files to allow plugins to register property redirectors
You'll need this before you grab the latest OGF or your catalog prices will go away, so here it is now
#ue4
#tests none
Change 2993102 on 2016/05/27 by James.Brinkerhoff
Hotfix from CL 2985226 for UE-30995 - Player built walls have default material (for Orlando's material error X8000)
Change 2989818 on 2016/05/25 by James.Brinkerhoff
Hotfix from 2989681 for UHT rebuilding when it doesn't need to
Change 2984539 on 2016/05/19 by James.Brinkerhoff
Making some changes to the script to generate the changelist description for copying up streams to UE4 Main based on game dev stream needs
- Adding a lockdown parameter
- Calculating the last changelist for game dev streams from the second of the input changelist range
- Ignoring case for CodeReview and RB tags
- Defining a separate source stream for game dev streams
Change 2984055 on 2016/05/19 by James.Brinkerhoff
Merging //UE4/Ocean-Staging to //Ocean/Main
[CL 3040652 by James Brinkerhoff in Main branch]