Commit Graph

1716 Commits

Author SHA1 Message Date
Jaroslaw Palczynski
f0912f870f Missing references for CL 2399603.
[CL 2399665 by Jaroslaw Palczynski in Main branch]
2015-01-07 04:10:17 -05:00
Jaroslaw Palczynski
679e45b11f Fix multiple adapters IP resolve problem in UnrealSwarm.
[CL 2399603 by Jaroslaw Palczynski in Main branch]
2015-01-07 02:56:44 -05:00
Jaroslaw Palczynski
6db0527691 Fix for cores number limitation in Lightmass using UnrealSwarm.
[CL 2399593 by Jaroslaw Palczynski in Main branch]
2015-01-07 02:49:43 -05:00
Ben Marsh
2167f00bd4 Use 64-bit doxygen executable by default.
[CL 2399157 by Ben Marsh in Main branch]
2015-01-06 16:50:27 -05:00
Zak Middleton
c74be9d080 #ue4 - Cast flags can now be declared for non-intrinsic classes.
- Added cast flag support to a handful of the most commonly used classes in the engine, determined by tracking all calls to IsA() over typical workflows.
- Result: reduced IsA() function calls from 21k to 1k instances per frame in a large test scene (1.0ms to 0.06ms per frame).

#codereview Steve.Robb

[CL 2398934 by Zak Middleton in Main branch]
2015-01-06 14:15:32 -05:00
Steve Robb
c0dd4a9204 Changed SafeCopyFile time checking to account for exFAT timestamp resolution of 2 seconds.
#codereview robert.manuszewski,gil.gribb

[CL 2398913 by Steve Robb in Main branch]
2015-01-06 13:57:28 -05:00
Kellan Carr
f53ff3ba7a build script, fix for code projects not building - removing hostinstall dependency in cases of only building samples - rely on permanent storage retrieval instead #codereview ben.marsh
[CL 2398907 by Kellan Carr in Main branch]
2015-01-06 13:51:41 -05:00
Kellan Carr
ddda49604d build script, add cross compile node on windows for linux, remove linux compiles from win64 tools node
[CL 2398710 by Kellan Carr in Main branch]
2015-01-06 10:24:25 -05:00
Mike Fricker
3c73d443fb Unreal Build Tool: Enabled remote linking with XGE on Windows platform (renabled)
- Especially in modular builds, remote linking speeds up build times very significantly
- Also enabled remote resource compilation, which also makes modular builds faster when XGE is installed

[CL 2398662 by Mike Fricker in Main branch]
2015-01-06 09:29:14 -05:00
Mike Fricker
08f6e60cfe Don't infect a project's IntelliSense definitions with definitions from other project's targets
- This change improves the quality of IntelliSense and error list results in Visual Studio and Xcode
- This fixes definitions from Program targets from being set on the UE4 project that caused undesirable IntelliSense results
- For example, we never want WITH_EDITORONLY_DATA=1 or IS_PROGRAM=1 to be set for engine modules

[CL 2398646 by Mike Fricker in Main branch]
2015-01-06 09:10:20 -05:00
Andrew Rodham
c3306d65af Added ability to specify units on UProperty types through a Units= meta tag
Added ability to adaptively change display units to a more appropriate range on numerical property editors. This behaviour can be disabled with a AllowUnitRangeAdaption=False meta tag.
Spin boxes now accept a numeric type interface which allows customization of numeric handling.

[CL 2398620 by Andrew Rodham in Main branch]
2015-01-06 07:29:48 -05:00
Terence Burns
85326c651d Fix for non development windows xp builds
- We need to allow for binariy names to be overriden as opposed to appname.
- - Appname was being used as a part of the binaryname, which was fine for development but not other configs. AppName_xp-Win32-Shipping, and we needed it to be AppName-Win32-Shipping_xp.

Added the capacity to specify that XP is supported in an ini.

[CL 2398563 by Terence Burns in Main branch]
2015-01-06 05:09:35 -05:00
James Moran
735cd5be4c Fix variable being initialised to the wrong value. Fixes UE-6893
[CL 2398546 by James Moran in Main branch]
2015-01-06 04:49:34 -05:00
Mike Fricker
e6c84f526e Improved IntelliSense: Generate definitions for editor targets instead of cooked monolithic games
- This changes improves the usefulness of IntelliSense on Visual Studio or Xcode code completion
- IntelliSense compiler definitions and include paths are now configured for editor targets which are inclusive of much more code
- For example, all code that was wrapped with WITH_EDITORONLY_DATA is now visible to the IntelliSense compiler

[CL 2397499 by Mike Fricker in Main branch]
2015-01-05 08:56:15 -05:00
Mike Fricker
05634a1a4d Fixed UnrealBuildTool failing to harvest environment variables when SET command produced empty lines
[CL 2397495 by Mike Fricker in Main branch]
2015-01-05 08:56:00 -05:00
Rene Rivera
2c49198a3e [UE-6843] Fix graphics streching problems when launchng on a non-keylocked screen-locked device. This moves the screen unlocking from UAT to the game itself. Which allows for proper screen wakeup and lock dismissal.
#codereview josh.adams, chris.babcock

[CL 2396541 by Rene Rivera in Main branch]
2015-01-05 08:49:14 -05:00
Ben Marsh
7807e0ff57 Re-enable building all plugins for Rocket, but prevent attempts to link them in. Linker fixups file should only contained linked dependent modules.
[CL 2394336 by Ben Marsh in Main branch]
2014-12-19 18:09:41 -05:00
Ben Marsh
50ca7a9407 Build iOS tools when promoting a GitHub build.
[CL 2394137 by Ben Marsh in Main branch]
2014-12-19 16:11:13 -05:00
Ben Marsh
6747d1a9c3 Add a separate GUBP node fo generating the target platform file list, to fix getting target file list for Android on Mac in RocketBuild.
[CL 2393341 by Ben Marsh in Main branch]
2014-12-18 21:02:28 -05:00
Peter Sauerbrei
111481de9b UE-5666 Quick launching crashes for code projects
Properly set build as default if the project is code and user has compiler when using Quick Launch in UFE (similar to editor's Launch On)
#ufe

[CL 2393170 by Peter Sauerbrei in Main branch]
2014-12-18 17:57:28 -05:00
Marcus Wassmer
50304bc878 Implement iterative deploy for PS4
games also now sandbox their own files on /data/.
#codereview peter.sauerbrei,lee.clark

[CL 2393136 by Marcus Wassmer in Main branch]
2014-12-18 17:37:28 -05:00
Mike Fricker
7d2f5740a2 Improved support for compiling and linking using Clang on Windows platform
- Disclaimer: This is all experimental forward-looking stuff, we don't recommend using this yet!
- Added native support for Clang command-line on Windows ('clang-cl' is not required, but still supported)
- Clang debug symbols are now Visual Studio compatible (use latest Clang 3.6.0 prelease build.)
- Clang linker (LLD.exe) now works with most UE4 binaries, but debug symbols won't work
- New 'WindowsPlatform.bUseVCCompilerArgs' that controls whether to the VC-style wrapper with Clang
- Implemented precompiled header support (requires native Clang binary.)  There are still a few bugs in Clang with struct packing which prevent us from using PCHs on Windows though.
- Editor still can't compile under Clang because of some DX header file issues, possibly system include related.
- Unreal Build Tool: Reduced default performance spew when using the local executor (non-XGE builds.)

[CL 2393051 by Mike Fricker in Main branch]
2014-12-18 16:52:27 -05:00
Robert Manuszewski
af346e0af6 Fixing UE4Game target's UELinkerFixups not adding the PCH include path
[CL 2393028 by Robert Manuszewski in Main branch]
2014-12-18 16:32:27 -05:00
Robert Manuszewski
ec6c87d529 Shortening UELinkerFixups compiler command line length even more
[CL 2392987 by Robert Manuszewski in Main branch]
2014-12-18 15:42:28 -05:00
Kellan Carr
ec8cfc3bc8 glue, don't delete main from the builders
[CL 2392841 by Kellan Carr in Main branch]
2014-12-18 13:47:28 -05:00