* Plugin modules are now explicitly added into the modules list for the binaries they're going to be a part of (this wasn't possible before we supported modules being in static libraries AND a DLL/EXE at the same time)
* Receipt now only includes runtime dependencies for things which are actually runnable
[CL 2561193 by Ben Marsh in Main branch]
* Removal of some null checks.
* Some arrays changed to Lists.
* Some lists changed to IEnumerables.
* Some loops changed to Linq actions.
* FilterOnlyModules and FilterGameModules renamed to GetFiltered* functions, which better represent what they do.
* Some indentation fixes.
* Some thrown exceptions moved around to more appropriate locations.
#codereview robert.manuszewski
[CL 2554771 by Steve Robb in Main branch]
UEBuildModule stores its .Module.cs filename.
UEBuildTarget stores a map of dictionaries from module names to .Target.cs files.
Timestamps of serialized .Target.cs and .Module.cs files compared against makefile and used for invalidation.
More sensible Dictionary logic in ConditionallyCompileAndLoadRulesAssembly.
InstantiateModule can no longer return a null.
UEBuildModule constructors no longer default.
#codereview robert.manuszewski
[CL 2543446 by Steve Robb in Main branch]
Added some default values for project setup.
Added type support to default value macros for manifest settings.
Added a macro for manifest generation that filters all non-alphanumeric or dot characters (this is a common requirement for manifest fields).
Filtered game name with alphanumericdot and productid with guid type to support projects that didn't use the same format as some others.
[CL 2541236 by Jeff Campeau in Main branch]
- Merged in Microsoft's Unreal Build Tool changes for VS 2015 support, and Universal App Platform support
- VS 2015 support is disabled by default (the engine is not yet compiling with VS 2015)
- Use the new '-2015' option when generating project files to enable VS 2015 support
- Windows SDK 8.1 is used by default. To use Windows SDK 10, enable WindowsPlatform.bUseWindowsSDK10
- UAP support is disabled (not supported yet, work in progress.) Use WinUAPPlatform.bEnableUAPSupport to enable it.
- Various loose ends still remain (search for "@todo UAP" in Unreal Build Tool code)
[CL 2537920 by Mike Fricker in Main branch]
- Contributed by salamanderrake.
- Cosmetic differences from the PR.
- Also removed filtering out Windows/Mac/etc directories when generating a qmake project since it makes code navigation worse.
[CL 2532165 by Dmitry Rekman in Main branch]