Commit Graph

12 Commits

Author SHA1 Message Date
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
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
Josh Adams
1b3364e137 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3173994)
#lockdown Nick.Penwarden

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

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 3150366 on 2016/10/04 by Nick.Shin

	emscripten SDK 1.36.11

	windows and mac binaries will be checked in separately

	#jira UE-36562  -  //UE4/Main: Compile UE4Game HTML5 completed with errors: 2 errors

Change 3150367 on 2016/10/04 by Daniel.Lamb

	Removed caching of cooked platform data from postload.
	#test cook paragon

Change 3150368 on 2016/10/04 by Daniel.Lamb

	Added new setting to reserve the maximum amount of memory to leave free for the cooker..

Change 3151091 on 2016/10/04 by Nick.Shin

	upgrade emsdk toolchain to "tag-1.36.11"

	(along with updates to make scripts)

	#jira UEPLAT-890 - HTML5 Multithreading
	#jira UE-36562  -  //UE4/Main: Compile UE4Game HTML5 completed with errors: 2 errors

Change 3151205 on 2016/10/04 by Daniel.Lamb

	HasShaderJobs now includes the PendingFinalizedShadermaps in it's check
	#test cook paragon.

Change 3151501 on 2016/10/05 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Fix memory usage in PS4 crash handler server.

	 - The ORTMAPI com object implements a Dispose method which we we're calling, so the object was leaked until it eventually gets GC'd.
	 - Whilst that object is alive, the orbis-debugserver-x64.exe process stays alive, using up to 2GB memory per instance.

	 - Also limited the server to processing a single crash dump at once, via a task queue.

Change 3151608 on 2016/10/05 by Nick.Shin

	fix CIS build warnings and errors

	this is for HTML5 platform

Change 3151851 on 2016/10/05 by Michael.Trepka

	Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left

	#jira FORT-30638

Change 3152085 on 2016/10/05 by Josh.Adams

	- Fixing some Wolf Launcher things (icon, string)

Change 3152451 on 2016/10/05 by Daniel.Lamb

	Enabled logging to help debug shader compiler issue.
	#test Cook Paragon.

Change 3152880 on 2016/10/05 by Dmitry.Rekman

	Linux: add support for new multiarch toolchain.

	- Redoing the change as submitted to Dev-Mobile.

Change 3152957 on 2016/10/05 by Dmitry.Rekman

	Linux: fix crosstoolchain for non-AutoSDKs case.

	- Redoing the fix for UE-36899 from Dev-Mobile.

Change 3153109 on 2016/10/06 by Keith.Judge

	Remove D3D11_RESOURCE_MISC_SHARED from XB1 D3D11.x RHI as it is invalid.

Change 3153176 on 2016/10/06 by Keith.Judge

	Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler.

Change 3153213 on 2016/10/06 by Keith.Judge

	Xbox One - Plug small memory leak in the movie player.

Change 3153258 on 2016/10/06 by Josh.Adams

	- Moved Wolf OSS to proper location for Online plugins

Change 3153450 on 2016/10/06 by Josh.Adams

	wolf net driver class stub

Change 3153451 on 2016/10/06 by Josh.Adams

	- Fixed more Wolf OSS errors without special sdk

Change 3153471 on 2016/10/06 by Dmitry.Rekman

	Linux: fix always rebuilding FixDeps.

Change 3153472 on 2016/10/06 by Josh.Adams

	- Deleting some old test files

Change 3153535 on 2016/10/06 by Josh.Adams

	- And... fixed some build errors again with the special sdk

Change 3153819 on 2016/10/06 by Daniel.Lamb

	Remove some dead code in the cook on the fly server.
	#test Cook QAGame

Change 3154050 on 2016/10/06 by Dmitry.Rekman

	Linux: remove some of the clang 3.9.0 warnings.

	- Add missing destructors.
	- Deal with defined() being undefined in a #define.
	- Prevent casting nullptr to reference (or suppress that warning for third party code).
	- Case sensitivity fixes.
	- Make deoptimization work properly.

	- Code still crashes when compiling some of the editor targets.

Change 3154071 on 2016/10/06 by Josh.Adams

	- Fixed an issue with Wolf shader compiler optimizing out global array
	- Fixed Windows display internal thing

Change 3154567 on 2016/10/07 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Hack fix for PS4 crash handler site leaking sony debug server processes.
	 - Find and kill the process after each task

Change 3154570 on 2016/10/07 by Keith.Judge

	Fix crash when run with -nolive. Unititialized member fix.

Change 3154572 on 2016/10/07 by Keith.Judge

	Xbox One - Small optimization I did a while ago for Paragon and forgot to submit. Removed the SRV dynamic/static distinction in the state cache and calling code, as it makes no difference since fast semantics.

Change 3154656 on 2016/10/07 by Dmitry.Rekman

	Linux: make Test configuration drop core by default.

Change 3154789 on 2016/10/07 by Dmitry.Rekman

	Linux: remove multiple instances of target platform device.

Change 3154957 on 2016/10/07 by Joe.Graf

	Changed additional plugin directories for project descriptors to be absolute in memory and path relative on disk

Change 3155298 on 2016/10/07 by Dmitry.Rekman

	Fix CIS (LinuxTargetDevice not linking).

Change 3155684 on 2016/10/07 by Josh.Adams

	- Added -PulseC option for Quickmatch

Change 3155691 on 2016/10/07 by Josh.Adams

	- New Wolf NetDriver for P2P sockets. Not working yet
	- OSS is _not_ currently usable, for reference

Change 3155750 on 2016/10/07 by Dmitry.Rekman

	Linux: fix UT server build (UE-37042).

Change 3156816 on 2016/10/10 by Josh.Adams

	- Fixed compile errors wihtout extra SDK bits

Change 3156872 on 2016/10/10 by Keith.Judge

	Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually.

	#jira UE-37038

Change 3156936 on 2016/10/10 by Josh.Adams

	- Backed out changes from files that got pulled into a changelist by mistake

Change 3157602 on 2016/10/10 by Josh.Adams

	- FIxed Wolf crash on level quit (at least in ShooterGame)

Change 3157676 on 2016/10/10 by Josh.Adams

	- Fixed Wolf audio playback in latest SDK

Change 3158544 on 2016/10/11 by Josh.Adams

	- Disabled one of the Wolf file mount points in Debug builds due to SDK bug

Change 3158603 on 2016/10/11 by Josh.Adams

	- FIxed type in non-Debug

Change 3159257 on 2016/10/11 by Dmitry.Rekman

	Linux: case-sensitive fixes.

Change 3159537 on 2016/10/12 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Fix leaking orbis-dbgserver-x64 processes in PS4 crash handler.
	 - We needed to call Marshal.ReleaseComObject on the CoreFileAPI object to shut down the child processes.
	 - Disabled the kill process hack.

	[!] Also fixed "Unknown" usernames in PS4 crash dumps.
	 - Sony had changed the format of the PS4 settings file in system software 4.008.071.

	[!] Fixed exception getting modules from crash dump when symbols have not been loaded.
	 - Just skipping this step now, as it was only used for logging.

Change 3159581 on 2016/10/12 by Joe.Conley

	Wolf support for TPri_Lowest was missing, so I added that and the corresponding WolfThreadPriority_Lowest

Change 3159749 on 2016/10/12 by Luke.Thatcher

	[PLATFORM] [PS4] [~] Re-enable kill process hack in PS4 crash server. The ReleaseComObject fix hasn't solved the leaking processes on the server.

Change 3160336 on 2016/10/12 by Daniel.Lamb

	Fix for skip editor content flag being passed throught o UAT.
	#jira UE-37223

Change 3160341 on 2016/10/12 by Dmitry.Rekman

	Linux: fixes for Fortnite and Orion editors.

	- Also, again disable XGE because clang 3.9.0-based toolchain crashes when compiling those with XGE.

Change 3160473 on 2016/10/12 by Nick.Shin

	remove old emsdk

Change 3160528 on 2016/10/12 by Michael.Trepka

	Copy of CL 3160314 from //Fortnite/Main

	Fixed incorrect rect initialization in Mac GetDisplayMetrics

Change 3160591 on 2016/10/12 by Josh.Adams

	- Fixed wolf coimpiling without stats
	#jira UE-37230

Change 3160866 on 2016/10/12 by Dmitry.Rekman

	OpenGL: fix swapped arguments.

	- Cengiz noticed this while working on one of bugs.

Change 3160978 on 2016/10/12 by Josh.Adams

	- Fixed issue with running out of Wolf audio pools on large games

Change 3160979 on 2016/10/12 by Josh.Adams

	- Enabled Curl HTTP on Wolf, along with basic SSL (no local cert importing yet)

Change 3161025 on 2016/10/12 by Dmitry.Rekman

	Disable poison proxy.

	- Malloc::GetAllocationSize() may not account for alignment for mallocs like Binned and Binned2, resulting in a memory stomp.

Change 3161034 on 2016/10/12 by Josh.Adams

	-Wolf Http changes - load .pem files if they exist (although they aren't being staged automatically yet)
	- Added network pause to make sure its ready before we Http

Change 3161046 on 2016/10/12 by Dmitry.Rekman

	TestPAL: adding a test for Malloc::GetAllocationSize().

Change 3161212 on 2016/10/13 by Dan.Mahashin

	- Upgraded to new NXCP API. Confirmed to run ok with SunTemple on 0.11.2 SDK.

Change 3161624 on 2016/10/13 by Josh.Adams

	- Fixed MAX_PATH usage, should be PLATFORM_MAX_FILEPATH_LENGTH

Change 3161639 on 2016/10/13 by Josh.Adams

	- Added curl to main Wolf build since now it's used not just with OSS

Change 3161737 on 2016/10/13 by Josh.Adams

	- Added support for staging .pem files for SSL peer verification

Change 3161923 on 2016/10/13 by Dmitry.Rekman

	Linux: provide choice between RTLD_GLOBAL/LOCAL when opening DSOs (UE-36716).

	- By default, Unreal modules will be opened with RTLD_LOCAL (so the hot reload has a chance to work).
	- However, if "ue4_module_options" symbol is exported (a string with comma-separated options), and "linux_global_symbols" is present in that string, RTLD_LAZY will be used.
	- DSOs that don't have either ue4_module_options nor are recognized as UE4 modules will be loaded RTLD_GLOBAL.

	- PR #2823 by 20tab.

Change 3163532 on 2016/10/14 by Michael.Trepka

	Copy of CL 3162466

	By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking

	#jira UE-37088

Change 3163550 on 2016/10/14 by Josh.Stoddard

	Fix key event processing during movies using FDefaultGameMoviePlayer
	#jira UE-37294

Change 3163687 on 2016/10/14 by Josh.Adams

	- Added a workaround for Wolf crashing inside vswprintf with %p

Change 3163693 on 2016/10/14 by Josh.Adams

	- Added a delegate for getting extra on-screen messages (like the Shaders to compile, etc).

Change 3163725 on 2016/10/14 by Josh.Adams

	- Added high level Wolf network transition functions for Wolf

Change 3163745 on 2016/10/14 by Josh.Adams

	- Wolf OSS changes for new high level networking logic, cleaned up includes, added on screen messages with status

Change 3164455 on 2016/10/17 by Josh.Adams

	- SOmehow a file wasn't checked out, but writable. Checking in now

Change 3164630 on 2016/10/17 by Michael.Trepka

	Copy of CL 3162062

	Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.

Change 3164975 on 2016/10/17 by Joe.Graf

	Changed the New Plugin Wizard to only show plugin types available for that project type (content only or code)

Change 3165213 on 2016/10/17 by Josh.Adams

	- Fixed some perf testing by disabling the startup benchmark for UT on non-desktop platforms

Change 3165576 on 2016/10/18 by Dan.Mahashin

	- Fix broken colors in QAGame UE-37197: depth write cannot work without depth test being enabled.

Change 3165809 on 2016/10/18 by Josh.Stoddard

	Enforce UMaterialExpressionActorPositionWS dependency on primitive uniform buffer #jira UE-37425 #rb chris.bunner

Change 3165948 on 2016/10/18 by Owen.Stupka

	Fix exception when creating an exception to say we don't have a 32-bit VC compiler installed.

Change 3166330 on 2016/10/18 by Dmitry.Rekman

	Linux: disable XGE on Windows (UE-37446).

	- XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes.

Change 3166456 on 2016/10/18 by Dmitry.Rekman

	Fix build breakage with clang 3.8.1.

	- always_inline was still applied to debug builds and as such was ignored.

Change 3166457 on 2016/10/18 by Chris.Babcock

	Add missing MultiviewOVR functions for Android deferred
	#jira UE-37401
	#ue4
	#android

Change 3166469 on 2016/10/18 by Dmitry.Rekman

	Linux: make target platform modules independent (UE-37370).

	- Module load order is different for target platform modules between UE4Editor and UE4Editor-Cmd, and dependent modules may end up being loaded first.

Change 3166755 on 2016/10/18 by Joe.Barnes

	[UE-35552] Enable PLATFORM_ENABLE_VECTORINTRINSICS_NEON on Wolf.

Change 3166757 on 2016/10/18 by Joe.Barnes

	[UE-35552] Optimized platform specific implementation of some common math functions.

Change 3166761 on 2016/10/18 by Joe.Barnes

	Use new 64 bit Power of 2 function.

Change 3167865 on 2016/10/19 by Josh.Adams

	- Wolf P2P/NAT stuff working!
	- Minor Wolf net mode fixes

Change 3167869 on 2016/10/19 by Josh.Adams

	- Moved  a blocking net call for Wolf Http into a thread

Change 3168100 on 2016/10/19 by Joe.Barnes

	#include <NVN/nvn_CppMethods.h>. Fixes a compiler problem with some inline functions not being available during compile phase.

Change 3168101 on 2016/10/19 by Joe.Barnes

	Exposed a function to create a platform based filename

Change 3168141 on 2016/10/19 by Dmitry.Rekman

	TestPAL: better test for allocation sizes.

Change 3168144 on 2016/10/19 by Dmitry.Rekman

	Fix for FMallocBinned::GetAllocationSize() for aligned allocations.

	Redoing SteveR's fix in 4.13/4.14.

	Copied from CL# 3165739.

	#jira UE-37249
	#jira UE-37243

Change 3168213 on 2016/10/19 by Josh.Adams

	- Wolf OSS function rename

Change 3168313 on 2016/10/19 by Josh.Adams

	Rename/move file(s)

Change 3168691 on 2016/10/20 by Dan.Mahashin

	- Fixed application teardown and memory leak:
	- NVNCommandContext was failing to free the last frame resources on shutdown (resources were thought to be in use because never actually processed by GPU)
	- NVNCommandContext was leaking a FSyncedFrameDestruction at each frame
	- NVNTempBlockManager was not freeing all of its temp blocks upon shutdown

Change 3168986 on 2016/10/20 by Josh.Adams

	- Removed some log spam

Change 3168990 on 2016/10/20 by Josh.Adams

	- Removed dead code

Change 3169091 on 2016/10/20 by Josh.Adams

	Moved UT's OnlineGameplayFramework plugin into NotForLicensees so licensees don't need Mcp

Change 3169262 on 2016/10/20 by Josh.Adams

	- Updated the OnScreenMessages to use a TMap of severity to message, so we can have multiple colors, etc
	- Also has some fixes needed from a merge down (oops)

Change 3169363 on 2016/10/20 by Dmitry.Rekman

	TestPAL: final synth test for stomp.

Change 3169436 on 2016/10/20 by Michael.Trepka

	Change the minimum supported macOS version setting in Info.plists to 10.11.6

Change 3169510 on 2016/10/20 by Dmitry.Rekman

	TestPAL: added stomp test with poison proxy.

Change 3169972 on 2016/10/20 by Dmitry.Rekman

	Re-enable PoisonProxy.

Change 3170000 on 2016/10/20 by Dmitry.Rekman

	Linux: minor code cleanup.

Change 3170400 on 2016/10/21 by Josh.Adams

	- Added a comment with current supported SDK in UEBuildWolf.cs

Change 3170929 on 2016/10/21 by Josh.Adams

	- Added generic Elf symbol parser to MemoryProfiler2 app. It uses nm.exe, and any platform that uses it would need to subclass it (which Wolf now does)

Change 3171266 on 2016/10/21 by Dmitry.Rekman

	Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621)

Change 3172847 on 2016/10/24 by Josh.Adams

	- Added a null Material check to the recent change to UMaterialExpressionActorPositionWS
	#jira UE-37730

Change 3173535 on 2016/10/25 by Josh.Adams

	- Helping clean up some misplaced files, since obliterate caused problems with BulletProofSync

[CL 3174242 by Josh Adams in Main branch]
2016-10-25 18:15:13 -04:00
Josh Adams
61ae6f6329 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796)
#lockdown Nick.Penwarden
#rb none

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

Change 2948319 on 2016/04/19 by Nick.Shin

	update zlib to v1.2.8

	part 1 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library

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 2948661 on 2016/04/19 by Nick.Shin

	keep using old zlibs until they are recompiled with the newer version

Change 2948737 on 2016/04/19 by Nick.Shin

	build warning fix

Change 2949334 on 2016/04/20 by Nick.Shin

	fix library path

	for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set...

Change 2951556 on 2016/04/21 by Nick.Shin

	static libs double checked

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2951559 on 2016/04/21 by Nick.Shin

	static libs double checked

	forgot these files - they were in another changelist

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2952411 on 2016/04/22 by Nick.Shin

	add win32 build targets for zlib openssl libcurl libwebsockets

	part 1 of 2: these are the C# build scripts

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 3118163 on 2016/09/08 by Josh.Adams

	perm test 2, not a useful file at all

Change 3121142 on 2016/09/12 by Daniel.Lamb

	Attempt to fix deterministic cooking issue for particlelodlevel.
	Ensure the spawn module has had postload called on it before using.
	#test Paragon cook

Change 3121150 on 2016/09/12 by Daniel.Lamb

	Added warning logs to help track down issue UE-33453.

Change 3121201 on 2016/09/12 by Keith.Judge

	Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix.

Change 3121302 on 2016/09/12 by Joe.Graf

	Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors

Change 3121379 on 2016/09/12 by Dmitry.Rekman

	Linux: only link libraries that export needed symbols (UE-35720).

	- Fixes very long startup times of modular builds.
	- Includes PR #2778 by slonopotamus.

	#jira UE-35720

Change 3121383 on 2016/09/12 by Dmitry.Rekman

	Linux: added some missing _API declarations on symbols used externally.

	- Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't).

Change 3121456 on 2016/09/12 by Daniel.Lamb

	Attempt to fix deterministic cooking issue for particlelodlevel.
	Ensure the spawn module has had postload called on it before using.
	#test Paragon cook

Change 3122939 on 2016/09/13 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service.
	 - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone.

Change 3123040 on 2016/09/13 by Brent.Pease

	 + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now.

Change 3123664 on 2016/09/13 by Nick.Shin

	this was originally checked into: release 4.13.1
	bringing here to dev-platform

	-- original submit comments --
	first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing"

	next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop

	jira UE-35363 - Huge game window when launching onto Safari 9.1.2

Change 3125282 on 2016/09/14 by Michael.Trepka

	Fixed iOS and tvOS code indexing in Xcode project

Change 3126812 on 2016/09/15 by Josh.Adams

	Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes:
	- Added Parse function to JsonObject.cs to be able to parse a string
	- Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU()
	- Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME
	- Converted the PS4MallocCrash class into a generic one (that Wolf is now also using)
	- Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread
	- Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere
	- Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects
	- Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever)
	- Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool.
	- Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini)
	- Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain.
	- Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening
	- Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct.
	- Renamed a UT copy of a global function to not linker-conflict
	- Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4.
	- Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists)
	- Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority()
	- Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads?
	- Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move.

Change 3126842 on 2016/09/15 by Michael.Trepka

	Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation.

Change 3126956 on 2016/09/15 by Michael.Trepka

	Added support for compiling Vulkan shaders for Android on Mac

Change 3127206 on 2016/09/15 by Michael.Trepka

	PR #2604: Remove some warnings. (Contributed by reapazor)

Change 3127324 on 2016/09/15 by Michael.Trepka

	Allow third party dylibs on Mac to be loaded from plugin subfolders

Change 3127924 on 2016/09/16 by Josh.Adams

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

Change 3128369 on 2016/09/16 by Nick.Shin

	zlib 1.2.8

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128377 on 2016/09/16 by Nick.Shin

	openssl 1_0_2h

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128383 on 2016/09/16 by Nick.Shin

	libcurl 7_48_0

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128384 on 2016/09/16 by Nick.Shin

	libwebsockets 1.7.4

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128464 on 2016/09/16 by Nick.Shin

	webRTC rev.12643

	NOTE: VS2015
	- only Win64 is available
	- Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment

	NOTE: VS2013
	- not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist
	- also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways

	FUTURE NOTE:
	- will continue to try to get VS2015 Win32 functional
	- and am working on trying to get VS2013 tested

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128500 on 2016/09/16 by Nick.Shin

	zlib 1.2.8 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128504 on 2016/09/16 by Nick.Shin

	openssl 1_0_2h - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128506 on 2016/09/16 by Nick.Shin

	libcurl 7_48_0 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128508 on 2016/09/16 by Nick.Shin

	libwebsockets 1.7.4 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128513 on 2016/09/16 by Nick.Shin

	webRTC rev.12643 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128602 on 2016/09/16 by Nick.Shin

	webRTC rev.9862 - Win64 VS2013

	NOTE:
	- not tested (i'm working on getting a VS2013 pro license)
	- checking in for testing purposes

	WARNING:
	- VS2013 is no longer supported by webRTC latest

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128605 on 2016/09/16 by Nick.Shin

	re-enabling updated ThirdParySoftware libs:

	- zlib (v.1.2.8)
	- openssl (1.0.2h)
	- libcurl (7_48_0)
	- libwebsocket (v.1.7.4)
	- webRTC (rev.12643)

	to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build...

Change 3128651 on 2016/09/16 by Nick.Shin

	fix Win32 build error from CL: #3128605

Change 3128704 on 2016/09/16 by Nick.Shin

	fix Win32 build error from CL: #3128605 - this time actually compiling it...

Change 3128825 on 2016/09/16 by Dmitry.Rekman

	Linux: proper fix for too slow startup times (UE-35967).

	- Pull request #2793 by slonopotamus.
	- Now without stripping dependencies on libraries specified before.
	- Contains a work around for ld bug <2.25.

Change 3128972 on 2016/09/16 by Nick.Shin

	fix to local build error.

Change 3129283 on 2016/09/16 by Brent.Pease

	 + Add Android local notification support based on existing system used for iOS
	 + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release

Change 3129494 on 2016/09/17 by Nick.Shin

	fix CIS build errors

Change 3129503 on 2016/09/17 by Dmitry.Rekman

	Fix Linux build (case sensitivity issue).

Change 3129514 on 2016/09/17 by Nick.Shin

	fix CIS build errors for consoles - missing zlib include path

	special thanks to Dmitry.Rekman for pointing me in the right direction

Change 3129647 on 2016/09/17 by Dmitry.Rekman

	Linux: fix non-unity build.

Change 3131043 on 2016/09/19 by Nick.Shin

	archiving build instructions/steps when building:

	- zlib (v.1.2.8)
	win: #3128369
	osx: #3128500

	- openssl (1.0.2h)
	win: #3128377
	osx: #3128504

	- libcurl (7_48_0)
	win: #3128383
	osx: #3128506

	- libwebsocket (v.1.7.4)
	win: #3128384
	osx: #3128508

	- webRTC
	win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP
	osx: #3128513

Change 3132801 on 2016/09/20 by Dmitry.Rekman

	Linux: support specifying default OpenGL version via configs (UE-34777).

	- The first targeted RHI is going to be used.

Change 3132905 on 2016/09/20 by Josh.Adams

	- Fixed up some paths with the WolfPlat rename

Change 3133148 on 2016/09/20 by Josh.Adams

	- Only show UT EULA if PLATFORM_DESKTOP

Change 3133152 on 2016/09/20 by Josh.Adams

	- Beginning support for applets. Disabled unless you have a special SDK with applet support.

Change 3133169 on 2016/09/20 by Josh.Adams

	- Fixed issue with Wolf access but no SDK installed

Change 3133344 on 2016/09/20 by Daniel.Lamb

	Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile.
	Added new flag to limit number of concurrent shader compiles.
	#test Cook QAGame, Cook Paragon

Change 3133345 on 2016/09/20 by Daniel.Lamb

	FRedirectCollector collects string asset references all the time when running the editor.
	#test Cook paragon cook QAGame.

Change 3133852 on 2016/09/21 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated.

Change 3133875 on 2016/09/21 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2)

Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick

	Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'.

Change 3134544 on 2016/09/21 by Josh.Adams

	- Reduced UT textures for Wolf

Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick

	FPS4Time::SystemTime now calculates the local machine time, instead of UTC.

	#jira UE-35170

Change 3135036 on 2016/09/21 by Michael.Trepka

	Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process

Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick

	GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32

Change 3135292 on 2016/09/21 by Jeff.Campeau

	Change include order to favor the XDK edition specific headers where available.

Change 3136414 on 2016/09/22 by Josh.Adams

	- Fixed a checkf() that had the case reversed
	#jira ue-36311

Change 3137082 on 2016/09/22 by Dmitry.Rekman

	Added support for Linux installed builds to 4.14

Change 3137220 on 2016/09/22 by Dmitry.Rekman

	Linux: do not rebuild hlslcc on each setup.

	- Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary.

Change 3137227 on 2016/09/22 by Josh.Adams

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

Change 3137259 on 2016/09/22 by Dmitry.Rekman

	Linux installed build: fix CIS (missed one .csproj)

Change 3137290 on 2016/09/22 by Dmitry.Rekman

	Linux installed builds: fix for the resulting directory.

Change 3137291 on 2016/09/22 by Chris.Babcock

	Restore texture filtering mode properly when movie played on Android
	#jira UE-36342
	#ue4
	#android

Change 3137376 on 2016/09/22 by Dmitry.Rekman

	Linux: re-enabled crash handler stack smash protection.

	- Race condition in FRunnableThreadPThread has been previously fixed.

Change 3138498 on 2016/09/23 by Dmitry.Rekman

	Linux: add missed package for installed builds.

	- mono-devel package for resgen2.

Change 3138523 on 2016/09/23 by Dmitry.Rekman

	Linux: Update hlslcc now that we're not rebuilding it each time.

Change 3138658 on 2016/09/23 by Josh.Adams

	- Moved UT's Social Plugin into NotForLicensees

Change 3139042 on 2016/09/23 by Dmitry.Rekman

	Linux: more robust check of installed packages.

	- Also added mono-devel to the list of packages installed on 14.04.

Change 3139674 on 2016/09/26 by Dmitry.Rekman

	Fix crash when editing widget blueprints (UE-35185).

	- Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping.
	- Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795).

Change 3140203 on 2016/09/26 by Josh.Adams

	- Wolf Fix for SHIPPING

Change 3140206 on 2016/09/26 by Josh.Adams

	- NEX work, still in progress

Change 3140276 on 2016/09/26 by Josh.Adams

	- Fixed Wolf compile error

Change 3140485 on 2016/09/26 by Josh.Adams

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

Change 3140570 on 2016/09/26 by Dmitry.Rekman

	SDL2: Delete obsolete files.

	- We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space.

Change 3140577 on 2016/09/26 by Dmitry.Rekman

	Fix CudaTest monolithic build.

	- Not the best fix, the better fix is to build against bundled libc++.

Change 3141184 on 2016/09/27 by Keith.Judge

	Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert.

	#jira UE-35973

Change 3141623 on 2016/09/27 by Chris.Babcock

	Support hiding virtual keyboard on Android
	#jira UE-34201
	#ue4
	#android

Change 3141887 on 2016/09/27 by Joe.Graf

	Added support for additional plugin directories that are specified by the .uproject file
	New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins

Change 3141916 on 2016/09/27 by Josh.Adams

	- Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925)

Change 3141926 on 2016/09/27 by Josh.Adams

	- Support for skipping Wolf user selector (-nologinui)

Change 3141938 on 2016/09/27 by Chris.Babcock

	Allow Android media player to seek past 999ms (contributed by rcywongaa)
	#jira UE-36453
	#PR #2797
	#ue4
	#android

Change 3142207 on 2016/09/27 by Josh.Adams

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

Change 3142219 on 2016/09/27 by Josh.Adams

	- Wolf PhysX 3.4 libs and includes

Change 3142220 on 2016/09/27 by Josh.Adams

	- File that had to be fixed up after main merge (missed adding it to the huge integrate CL)

Change 3142314 on 2016/09/27 by Chase.McAllister

	#jira UE-35011 fixes to some assets to remove redundancies/output log spam

Change 3142510 on 2016/09/27 by Daniel.Lamb

	Fixed up resave lightmaps commandlet so that world transforms don't get applied twice.
	#jira UE-35942

Change 3142650 on 2016/09/27 by Chris.Babcock

	Android support for Linux by yaakuro
	- requires CodeWorks for Android Linux installed and OpenJDK 1.8
	- need to set Android SDK paths manually in Project Settings
	#jira UE-32752
	#jira UE-32753
	#PR #2564
	#PR #2565
	#ue4
	#android
	#linux

Change 3142802 on 2016/09/27 by Dmitry.Rekman

	Upgrade to SDL 2.0.5-ish (still technically 2.0.4).

	- Upstream revision 10374:dccf51aee79b.
	- Merged all our changes hopefully.

Change 3143075 on 2016/09/28 by Luke.Thatcher

	[RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro.
	#jira UE-33077

Change 3143219 on 2016/09/28 by Daniel.Lamb

	Added new is compiling function which tells you if it's really compiling instead of lying.
	If def out additional logging for debugging shader compilation issue for 4.14 release.

Change 3143428 on 2016/09/28 by Luke.Thatcher

	[PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061

Change 3143488 on 2016/09/28 by Daniel.Lamb

	Changed defaults for skip cooking editor content to true.

Change 3143526 on 2016/09/28 by Daniel.Lamb

	Increased the concurrent shader compile limit while in the cooker.
	#test Cook paragon

Change 3143874 on 2016/09/28 by Chris.Babcock

	Read Android environment variables from .bashrc on Linux
	#jira UE-36565
	#ue4
	#android
	#linux

Change 3143911 on 2016/09/28 by Dmitry.Rekman

	Fix SDL EGL API binding (UE-18979).

	- Contains PR #1398 by x414e54.
	- Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade.

Change 3143929 on 2016/09/28 by Daniel.Lamb

	Removed some more temporary logging.
	#test Cook paragon

Change 3143959 on 2016/09/28 by Jeff.Campeau

	Media Player for Xbox One

Change 3143997 on 2016/09/28 by Dmitry.Rekman

	Linux: faster linking in Debug.

	- Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating.

Change 3144004 on 2016/09/28 by Dmitry.Rekman

	Linux: make SCW dump core on crash in debug builds.

	- If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space).

Change 3144007 on 2016/09/28 by Dmitry.Rekman

	Linux: Allow equals character in command line parameter value (UE-26406).

	- PR #2019 by bozzaro.
	- Allows passing parameters like -Switch=Key=Value.

Change 3144042 on 2016/09/28 by Jeff.Campeau

	Add tag for DX12 support being experimental in target settings.

	#jira UE-36150

Change 3144068 on 2016/09/28 by Dmitry.Rekman

	Linux: enable using xgConsole in UAT (UE-28096).

	- PR #2144 by bozzaro.
	- Picks correct xgConsole binary.
	- Allegedly fixes crash in CombineXGEItemFile on mono.

Change 3144120 on 2016/09/28 by Michael.Trepka

	Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/...

Change 3144172 on 2016/09/28 by Chris.Babcock

	Add libpng 1.5.27 for Android
	#jira UE-36573
	#ue4
	#android

Change 3144318 on 2016/09/28 by Chris.Babcock

	Correct logic for checking .bashrc on Linux
	#ue4
	#android

Change 3144331 on 2016/09/28 by Dmitry.Rekman

	Linux: repair ARM server builds.

	- Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1).

Change 3144354 on 2016/09/28 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	this is intermediate, not fully working

Change 3144368 on 2016/09/28 by Josh.Adams

	- Moved the new Social files into NFL

Change 3144395 on 2016/09/28 by Chris.Babcock

	Add missing functions for AndroidWebBrowserWindow
	#ue4
	#android

Change 3144417 on 2016/09/28 by Josh.Adams

	- Probable fix for FWebBrowserWindow missing virtuals

Change 3144438 on 2016/09/28 by Jeff.Campeau

	XDK updated to 160802

Change 3144569 on 2016/09/29 by Dmitry.Rekman

	Linux: allow a selectable clock source (UE-36564).

	- The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew.
	- Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there.

	#tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm).

Change 3145108 on 2016/09/29 by Joe.Graf

	Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools)

Change 3145245 on 2016/09/29 by Joe.Graf

	#wolf
	Checking in removal of plugin use on Win64 per Josh's request

Change 3145514 on 2016/09/29 by Will.Fissler

	Updated Mac Info.plist files to disable high DPI on macOS 10.12

Change 3145538 on 2016/09/29 by Josh.Adams

	- Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots.

Change 3145540 on 2016/09/29 by Josh.Adams

	- Fix for checking some Wolf dev tool installation existence
	- Fix for various Wolf build issues
	- Fix for Wolf devices not showing up in Launch on

Change 3145542 on 2016/09/29 by Josh.Adams

	- Pulled over Wolf changes from Wolf branch into Dev-Platform

Change 3145572 on 2016/09/29 by Josh.Adams

	- Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people.
	#jira UE-36591

Change 3145769 on 2016/09/29 by Chris.Babcock

	Remove duplicate platforms from deploy list in UFE
	#jira UE-36636
	#ue4

Change 3146061 on 2016/09/29 by Chris.Babcock

	Linux: be less spammy in log when launching external procs
	#jira UE-36638
	#ue4
	#linux

Change 3146208 on 2016/09/29 by Dmitry.Rekman

	Linux: fix PhysX crash (UE-36613).

	- PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above.
	- This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun.

	#jira UE-36613

Change 3146476 on 2016/09/30 by Josh.Adams

	- Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose

Change 3146554 on 2016/09/30 by Josh.Adams

	- Removed another wolf secret log

Change 3146626 on 2016/09/30 by Josh.Adams

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

Change 3146712 on 2016/09/30 by Josh.Adams

	- Fixed case for building Android on Linux
	#jira #UE-36652

Change 3146844 on 2016/09/30 by Josh.Adams

	- Removed ES2 shader compiling from TVOS, and force Metal compiling
	#jira UE-36306

Change 3146865 on 2016/09/30 by Daniel.Lamb

	Removed temp logging for materials
	#test Launch on paragon

Change 3146874 on 2016/09/30 by Dmitry.Rekman

	Linux: add rpath for libTextureConverter.so (UE-36620).

Change 3147030 on 2016/09/30 by Josh.Adams

	- Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks
	#jira UE-36623

Change 3147151 on 2016/09/30 by Josh.Adams

	- Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling?

Change 3147621 on 2016/09/30 by Michael.Trepka

	Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac

Change 3147712 on 2016/09/30 by Josh.Adams

	- Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform.
	#jira UE-36225

Change 3147725 on 2016/09/30 by Josh.Adams

	- Fixed yet another Wolf log for people with Wolf access but no SDK

[CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
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
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Max Preussner
d206670ffe TargetPlatform: Replaced namespaced enums with enum classes
[CL 2326174 by Max Preussner in Main branch]
2014-10-10 20:14:21 -04:00
Michael Noland
928559eaa0 Editor: Coding-standards fixes (TypeName [*|&] VariableName -> TypeName[*|&] VariableName)
[CL 2316341 by Michael Noland in Main branch]
2014-10-01 14:45:23 -04:00
Jamie Dale
0cfe5f0651 Added PlatformInfo to DesktopPlatform and improved the editors Supported Platform UI
TTP# 337136 - SETTINGS: Target Platform settings polish
TTP# 337652 - EDITOR: Limit Project supported Android icons down to 1
TTP# 337650 - EDITOR: There is only 1 icon for Apple for Project Supported Platforms

DesktopPlatform now contains a static array of FPlatformInfo. This can be used to query UE4 about its available platforms, even when they're not available as a target platform.

FPlatformInfo contains the information required by the editor (such as a localized display name and icon), as well as whether a platform is a variation ("flavor") of another, and if so, whether the flavor affects the build output (eg, Win32 or Win64), or the cook output (eg, Android_XYZ). This lets the editor build up nested menus for the "Package Project" and "Cook Project" options, rather than just showing everything as a flat list.

ReviewedBy Thomas.Sarkanen, Max.Preussner

[CL 2095796 by Jamie Dale in Main branch]
2014-06-05 12:13:44 -04:00
Dmitry Rekman
e3105eda19 Merging the bulk of Darkside changes.
- New target platforms (LinuxNoEditor for client+server, LinuxClient for client, Linux for editor, LinuxServer for dedicated server - mirroring other platforms).
- Preliminary support for gcc in the toolchain (and some safe fixes in code).
- No more lowercasing when accessing files on Linux, tread carefully.
- Changes needed for native compilation and other minor improvements.

#codereview Josh.Adams, Michael.Liebenow, Steve.Robbs

[CL 2067133 by Dmitry Rekman in Main branch]
2014-05-08 13:01:46 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00