Commit Graph

15 Commits

Author SHA1 Message Date
Chris Gagnon
0dbe1f7fb2 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4766091 by Chris Gagnon in Dev-Editor branch]
2019-01-21 17:47:02 -05:00
Chris Gagnon
1dd3e0189f Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4730305 by Chris Gagnon in Dev-Editor branch]
2019-01-15 18:47:22 -05:00
Chris Gagnon
8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00
Matt Kuhlenschmidt
46e3285149 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4543237 by Matt Kuhlenschmidt in Dev-Editor branch]
2018-11-06 10:00:36 -05:00
Ben Marsh
2d3ea5e946 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3836829 by Ben.Marsh

	UBT: Fix ability to precompile plugins from installed engine builds.

Change 3839519 by Ben.Marsh

	UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.

Change 4042043 by Steve.Robb

	GitHub #4705 : Added weak lambda's for delegates and multicast delegates.

Change 4042056 by Robert.Manuszewski

	Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need.

Change 4042104 by Robert.Manuszewski

	Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects

	+ Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize
	+ Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command

Change 4042377 by Robert.Manuszewski

	Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability.

	+ added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame

Change 4042427 by Robert.Manuszewski

	Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running

Change 4042482 by Robert.Manuszewski

	Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection

Change 4042635 by Robert.Manuszewski

	Fix for a potential assert when incremental purge garbage is pending and something forces a full purge

Change 4044092 by Steve.Robb

	Fix for forward declared CoreUObject weakobject types in delegates when building in Clang.

Change 4044102 by Robert.Manuszewski

	Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled

Change 4044113 by Steve.Robb

	Another Clang fix.

Change 4044160 by Robert.Manuszewski

	Disregard For GC pool will now be enabled by default in cooked builds

Change 4044287 by Steve.Robb

	Typo fix.

Change 4047723 by Graeme.Thornton

	TBA: Fixes for import/export name cache and object resolving

Change 4048015 by Graeme.Thornton

	TBA: Weak/Soft/Lazy pointer serialization changes

	* Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future.
	* Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference.
	* FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization.

Change 4048021 by Steve.Robb

	Fix for binding an unbound TFunction to another TFunction with a different signature.  Also all null pointers now count as unbindings, not just nullptr.
	TIsMemberPointer added.
	TIsATFunction and TIsATFunctionRef renamed to remove the 'A's.

Change 4048544 by Robert.Manuszewski

	Fixing ConditionalBeginDestroy profiling after changes to incremental CBD.

Change 4051028 by Graeme.Thornton

	TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false

Change 4051056 by Graeme.Thornton

	TBA: High level tagged property / UObject base class text serialization
	 - UObject serialize converted to structured archive
	 - Properties written to text individually with text tags, and then binary adapted values
	 - Only saves, doesn't load

Change 4051111 by Graeme.Thornton

	TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up

Change 4051154 by Graeme.Thornton

	TBA: Convert a few uobject serializers to structured archive format for example purposes

Change 4051181 by Graeme.Thornton

	TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty

Change 4051197 by Graeme.Thornton

	TBA: ObjectProperty text serialization

Change 4051216 by Graeme.Thornton

	Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to.

Change 4051261 by Graeme.Thornton

	TBA: Convert UMetaData to structured archive

Change 4051374 by Steve.Robb

	Incorrect assert removed.

Change 4051562 by Robert.Manuszewski

	Adding stats for the new GC internal functions

Change 4051614 by Graeme.Thornton

	TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial.

Change 4052512 by Graeme.Thornton

	TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them.

Change 4053917 by Robert.Manuszewski

	Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects

Change 4053919 by Robert.Manuszewski

	Added the ability to disable incremental BeginDestroy in ini/project settings

Change 4055518 by Daniel.Lamb

	Fixup for deterministic audio generation issue.
	Submitted on behalf of Rich.Whitehouse

	#jira nojira
	#test prefilght automated test.

Change 4056854 by Graeme.Thornton

	TBA: Added a test asset to EngineTest which contains all the different property types and test cases.

Change 4056858 by Graeme.Thornton

	TBA: Updated USetProperty to proper structured archive usage

Change 4056872 by Graeme.Thornton

	TBA: Add map property field to test object

Change 4056873 by Graeme.Thornton

	TBA: Convert UMapProperty to full structured archive

Change 4056994 by Graeme.Thornton

	TBA: Converted FText over to structured archive. Implemented saving, but not loading.

Change 4059728 by Ben.Marsh

	UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories.

Change 4059805 by Graeme.Thornton

	Fixed typo in text serialization. Fixes CIS automation test errors

Change 4060007 by Graeme.Thornton

	TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive.

Change 4060092 by Stefan.Boberg

	Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset)

	When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp).

	At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place.

Change 4060108 by Stefan.Boberg

	Introduced some additional target platform utilities to help with asset cook optimizations

	* We now assign each ITargetPlatform a zero-based ordinal value
	* Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently.

	These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures.

Change 4060143 by Graeme.Thornton

	Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007

	Needs some other changes that I haven't checked in yet...

Change 4062432 by Ben.Marsh

	Fix error message when enumerating P4 changes.

Change 4062648 by Ben.Marsh

	Add missing p4 integration action.

Change 4063620 by Graeme.Thornton

	Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size.

	(https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html)

Change 4066963 by Robert.Manuszewski

	Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list.

Change 4067133 by Robert.Manuszewski

	Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks.

Change 4067443 by Steve.Robb

	FString can now be constructed from any char pointer type and length.

Change 4068156 by Steve.Robb

	Fix necessary because of FString constructor change in CL# 4067443.

Change 4070258 by Graeme.Thornton

	Fixes for VSCode

Change 4070372 by Graeme.Thornton

	TBA: Script struct serialization to structured archives

Change 4071913 by Ben.Marsh

	Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor.

Change 4071914 by Ben.Marsh

	Missing files.

Change 4071937 by Ben.Marsh

	Missing header.

Change 4072015 by Ben.Marsh

	Fixes for compiling PakFileUtilities as part of the editor.

Change 4072826 by Steve.Robb

	TBitArray::Reserve() added.
	TBitArray::Add() overloaded to allow adding multiple bits.
	TSparseArray::Reserve() optimized to call the overloaded Add().

Change 4073271 by Daniel.Lamb

	Fixed add patch tier in project launcher passing the wrong commandline option to UAT.

	#test none

Change 4074708 by James.Hopkin

	#core Removed redundant Casts

Change 4074763 by Steve.Robb

	Fix for TSparseArray::Reserve() size.

Change 4076063 by Ben.Marsh

	Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options.

Change 4077064 by Robert.Manuszewski

	Fixing compile error in PakFileUtilities

Change 4077144 by Graeme.Thornton

	TBA: TextAssetCommandlet improvements

	* Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end
	* After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid

Change 4077412 by Ben.Marsh

	Set the correct exit code for UnrealPak. Should return 0 on success, not 1.

Change 4077760 by Graeme.Thornton

	TBA: Loading fixed for tagged property serialization

	Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives

	Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it.

	Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work.

	Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items.

Change 4078800 by Ben.Marsh

	Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file.

Change 4079745 by Graeme.Thornton

	TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags)

Change 4079847 by Graeme.Thornton

	TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases.

Change 4079925 by Ben.Marsh

	Fix incorrect assignment when deriving name for chunked pak file.

Change 4080214 by Ben.Marsh

	Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects.

Change 4082394 by Graeme.Thornton

	CIS fix for variable shadowing warning

Change 4082583 by Ben.Marsh

	Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing.

Change 4082652 by Ben.Marsh

	Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory.

Change 4082755 by Graeme.Thornton

	Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program.

Change 4082756 by Graeme.Thornton

	Fixed some incorrect documentation for pakfile compressed chunk headers

Change 4082883 by Graeme.Thornton

	Static analysis warning fix

Change 4082912 by Ben.Marsh

	Move ExceptionUtils into DotNETUtilities.

Change 4085291 by Graeme.Thornton

	TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input

Change 4085523 by Graeme.Thornton

	TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code.

Change 4086037 by Robert.Manuszewski

	Fix for a potential race condition when two threads want to acquire GC lock

Change 4088655 by Graeme.Thornton

	Pak creation now uses the bEnablePakSigning setting from the crypto config json file

Change 4091474 by Steve.Robb

	Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit().
	Unused variables removed.

Change 4093632 by Steve.Robb

	CIS fixes.

Change 4093656 by Graeme.Thornton

	Build fix

Change 4093744 by Ben.Marsh

	Allow per-chunk settings for whether to enable compression in UnrealPak.

Change 4099712 by Gil.Gribb

	UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks.

	#jira UE-59686

Change 4099912 by Stefan.Boberg

	Cooking timer optimizations:

	- Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals.
	- Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test)
	- Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently
	- Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code

	This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC

Change 4100519 by Stefan.Boberg

	Quick fix for Linux build issue introduced in 4099927

Change 4105327 by Stefan.Boberg

	Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more.

	Fixes check when using -FullLoadAndSave to cook

Change 4105448 by Stefan.Boberg

	- Fixed Linux build warning re: member initialization order
	- Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine)
	- Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading.

Change 4109031 by Ben.Marsh

	Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing.

Change 4109588 by Ben.Marsh

	UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter.

Change 4109595 by Ben.Marsh

	Missing project file for DotNETUtilities.

Change 4110724 by Stefan.Boberg

	Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time.

	The locking was redundant since the annotation maps are managed per thread anyway.

Change 4111304 by Ben.Marsh

	UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block.

	As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners.

Change 4112708 by Steve.Robb

	Fix for TBitArray::MaxBits in assignment.

Change 4114133 by Stefan.Boberg

	Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads.

	Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit.

	- This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented.
	- The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call.
	- The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit

	Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave)

Change 4115010 by Robert.Manuszewski

	Fixing CIS

Change 4115249 by Robert.Manuszewski

	Fixing async loading code asserts when exiting game very early due to an error

	#jira UE-56267

Change 4117091 by Ben.Marsh

	Prevent doubled-up lines when writing status updates with console log verbosity.

Change 4117207 by Ben.Marsh

	UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace.

Change 4119175 by Ben.Marsh

	UGS: Fix crash writing version files when directory does not already exist.

Change 4119987 by Ben.Marsh

	UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt.

	Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog).

Change 4119991 by Ben.Marsh

	Update version number for UGS launcher to 1.13.

Change 4121943 by Robert.Manuszewski

	Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE)

Change 4122592 by Steve.Robb

	GitHub #4762 : Improve wording and grammar of Math comments
	Also includes improved accuracy in FMath::ComputeBoundingSphereForCone().

Change 4122819 by Stefan.Boberg

	Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter

	This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime.

Change 4122872 by Stefan.Boberg

	CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file.

Change 4123109 by Stefan.Boberg

	- Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads
	- Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion

Change 4123455 by Ben.Marsh

	PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall)


Change 4124207 by Ben.Marsh

	UBT: Remove some unnecessary indirection for generated code paths.

Change 4124217 by Ben.Marsh

	UBT: Remove another unused variable from UEBuildModuleCPP.

Change 4124377 by Stefan.Boberg

	In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again

	Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion

Change 4125071 by Stefan.Boberg

	Some tweaks to FQueuedThreadPoolBase scheduling and memory management

	- Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards
	- Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since
	no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally)
	- Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work

Change 4126132 by Ben.Marsh

	UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor.

Change 4126867 by Graeme.Thornton

	TBA: Fix tagged binary formatter

Change 4127010 by Robert.Manuszewski

	AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues.

Change 4127932 by Ben.Marsh

	WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected.

Change 4129050 by Ben.Marsh

	UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade.

Change 4129459 by Graeme.Thornton

	TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory

Change 4129515 by Graeme.Thornton

	TBA: Add EnterRecord overload that allows outputting of available field names when loading.

Change 4129517 by Graeme.Thornton

	TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end

Change 4129518 by Graeme.Thornton

	TBA: Added a local const bool to allow easy hacking out of text asset loading support

Change 4129558 by Graeme.Thornton

	TBA: Build fix for textasset-less configs

Change 4129614 by Ben.Marsh

	UGS: Main window is now restored to normal size when activated by clicking on the tray icon.

	#jira UE-60490

Change 4129618 by Ben.Marsh

	UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down.

Change 4131936 by Robert.Manuszewski

	Removing some WIP code accidentally checked in with CL #4121943

Change 4133490 by Ben.Marsh

	UGS: Allow the $(Change) variable to be used in more places than just the context menu.

	#jira UE-60573

Change 4133550 by Ben.Marsh

	UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps.

	#jira UE-60554

Change 4133681 by Ben.Marsh

	UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category).

	The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default.

	The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted.

	Example:

	 [Default]
	+SafeToDeleteFolders=/MyGame/Test/
	+SafeToDeleteFolders=/DataService/
	+SafeToDeleteExtensions=.xx1
	+SafeToDeleteExtensions=.xx2

	#jira UE-60575

Change 4135449 by Ben.Marsh

	Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake)

Change 4135730 by Ben.Marsh

	UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module.

Change 4135823 by Ben.Marsh

	UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose.

Change 4135945 by Ben.Marsh

	UBT: Fix error running programs with no explicitly enabled or disabled plugins.

Change 4137207 by Ben.Marsh

	UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName".

Change 4137311 by Stefan.Boberg

	Removed child cooker support.

	In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity.

Change 4137393 by Ben.Marsh

	UGS: Fix display of multiline errors in the status panel.

Change 4141708 by Steve.Robb

	GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate

	#jira UE-45490

Change 4146655 by Stefan.Boberg

	Removed FullGCAssetClasses logic - no longer necessary nor useful

Change 4147318 by Ben.Marsh

	UGS: Compress build badges in a column if it shrinks below the size that they would be visible.

Change 4148207 by Ben.Marsh

	UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so:

	+ServiceBadges=RoboMerge

Change 4148282 by Stefan.Boberg

	Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value

Change 4148344 by Stefan.Boberg

	Fixed minor indentation error (most likely caused by sloppy merge)

Change 4148521 by Stefan.Boberg

	Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp

Change 4148639 by Ben.Marsh

	UGS: Fix tooltips not showing for changes that have description badges.

Change 4149373 by Ben.Marsh

	UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax:

	+Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor")
	+Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android")

	Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically.

Change 4149399 by Ben.Marsh

	UGS: Update version to 1.143.

Change 4155660 by Steve.Robb

	PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments.

Change 4157117 by Ben.Marsh

	Fix warning due to plugins disabled in .target.cs file.

Change 4158011 by Ben.Marsh

	UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails.

Change 4158646 by Ben.Marsh

	UGS: Fix exception when login is discovered to have expired during a workspace update.

Change 4158678 by Ben.Marsh

	UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed.

Change 4158683 by Ben.Marsh

	UGS: Add an unhandled exception filter which sends the exception data to the backend.

Change 4159131 by Ben.Marsh

	UGS: Reduce the number of characters displayed for build badges based on the available space.

Change 4159194 by Graeme.Thornton

	TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types

Change 4159239 by Steve.Robb

	Improved readability and compliance with coding standards.

Change 4159246 by Ben.Marsh

	UGS: Allow syncing projects where source code is not available (and various version files don't exist).

	#jira UE-60985

Change 4159286 by Ben.Marsh

	UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project.

	#jira UE-60986

Change 4159302 by Ben.Marsh

	UGS: Update version to 1.144.

Change 4160308 by Ben.Marsh

	All staging client executables for blueprint projects.

	#jira UE-60983

Change 4161567 by Steve.Robb

	GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended

Change 4162641 by Ben.Marsh

	UGS: Allow customizing the position of custom columns, via the Index=N attribute.

Change 4162647 by Ben.Marsh

	UGS: Update version to 1.145.

Change 4165319 by Robert.Manuszewski

	PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn)


Change 4166150 by Ben.Marsh

	UGS: Include *.inl when looking for code changes.

Change 4166551 by Steve.Robb

	Whitespace fixes caused by a bad merge.

Change 4168483 by Ben.Marsh

	UGS: Add a more useful error if a file to be synced exceeds the max allowed path length.

Change 4168490 by Ben.Marsh

	UGS: Update version to 1.146.

Change 4168551 by Ben.Marsh

	UBT: Move bBuildLargeAddressAwareBinary into an exposed setting.

Change 4168560 by Ben.Marsh

	UBT: Remove static config variable for controlling which configuration of UHT to use.

Change 4171296 by Ben.Marsh

	UGS: Move the check for overlong paths earlier.

Change 4171531 by Ben.Marsh

	UBT: Fix exception if BuildConfiguration.xml contains an unknown category.

Change 4183371 by Robert.Manuszewski

	Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early

Change 4184312 by Ben.Marsh

	UGS: Update version to 1.148

Change 4184480 by Robert.Manuszewski

	Removing unused async loading stat

Change 4186390 by Ben.Marsh

	UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio.

Change 4188644 by Ben.Marsh

	UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT.

Change 4188647 by Ben.Marsh

	UBT: Fix exception in target receipt when architecture is null.

Change 4189617 by Ben.Marsh

	Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too).

Change 4189740 by Ben.Marsh

	UAT: Remote code to build UnrealPak when packaging; we use the editor now.

Change 4189860 by Ben.Marsh

	UGS: Make the filter for excluding automated lighting rebuilds more explicit.

Change 4190082 by Ben.Marsh

	Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use.

	- Allow edit and continue for any configuration, not just debug.
	- Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory.
	- Removed code that tracks PDB output files, since they're modified multiple times during a build.
	- Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option.
	- Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower.

	#jira

Change 4192949 by Ben.Marsh

	UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles)

Change 4193218 by Ben.Marsh

	Fix formatting.

Change 4197252 by Mike.Erwin

	UAT: Fix log output w/ correct count of non-code projects.

	#jira none

Change 4197941 by Ben.Marsh

	UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix.

Change 4197964 by Ben.Marsh

	UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing.

Change 4198144 by Ben.Marsh

	UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry".

Change 4198413 by Ben.Marsh

	UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly.

Change 4198779 by Ben.Marsh

	UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument.

Change 4198825 by Ben.Marsh

	UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT.

Change 4199341 by Ben.Marsh

	UGS: Update version to 1.149

Change 4199642 by Chad.Garyet

	- Deprecate CISController
	- Add BuildController to replace CIS GET/POST for builds
	- Add LatestController, GET does what CIS/GET used to do
	- Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids
	- Latest/GET now returns "LatestData" object instead of array of longs
	- Updated EventMonitor to match all API changes
	- Fixed bug where IDs were getting reset to initial startup values every update loop

Change 4199663 by Chad.Garyet

	CIS controller still needs to return an array of longs
	#jira none

Change 4199680 by Ben.Marsh

	UGS: Update version to 1.150

Change 4200457 by Ben.Marsh

	Merging CIS fix for non-development configurations.

Change 4200472 by Mike.Erwin

	UAT: fix -skipbuildclient param default

	It was defaulting to skipbuildeditor's value, likely a copy-paste error.

	#jira none

Change 4202595 by Ben.Marsh

	Fix static analysis warning due to constant comparison against macro.

Change 4203250 by Ben.Marsh

	UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available.

Change 4206191 by Ben.Marsh

	Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out.

Change 4213011 by Ben.Marsh

	UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies.

Change 4213487 by Ben.Marsh

	UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor.

Change 4213609 by Ben.Marsh

	Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not.

Change 4215971 by Ben.Marsh

	UBT: Remove action graph visualization code; no longer used.

Change 4215996 by Ben.Marsh

	UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed.

Change 4216022 by Ben.Marsh

	UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder.

Change 4216031 by Ben.Marsh

	UBT: Move all the action executors into their own folder in the project.

Change 4216526 by Ben.Marsh

	Fix CIS warnings.

Change 4216544 by Ben.Marsh

	Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation.

Change 4216633 by Ben.Marsh

	Add support for UnrealPak plugins.

	* Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs.
	* Programs can now load any runtime modules, as long as they are whitelisted.
	* Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory.
	* UnrealPak is now always built by default when packaging
	* Convert UnrealPak to a modular configuration

Change 4216736 by Ben.Marsh

	UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc...

Change 4217447 by Ben.Marsh

	Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml

Change 4217451 by Ben.Marsh

	Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs

Change 4217617 by Ben.Marsh

	Back out changelist 4217451

Change 4222552 by Ben.Marsh

	Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported.

Change 4222630 by Ben.Marsh

	UBT: Fix spam while generating project files if Clang isn't installed.

Change 4223316 by Ben.Marsh

	UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases.

Change 4223318 by Ben.Marsh

	UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes).

	Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered.

Change 4223401 by Ben.Marsh

	UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects.

Change 4223899 by Ben.Marsh

	UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified.

Change 4224637 by Ben.Marsh

	Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins.

	Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program.

Change 4224710 by Ben.Marsh

	UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph.

Change 4224715 by Ben.Marsh

	UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention.

Change 4224726 by Ben.Marsh

	Remove commented out line.

Change 4224903 by Ben.Marsh

	Fix non-unity compile error in Stats2.h.

Change 4225051 by Ben.Marsh

	Back out changelist 4224710; causing CIS errors due to receipts not matching.

Change 4225134 by Ben.Marsh

	Fixing non-unity errors.

Change 4225203 by Ben.Marsh

	Another non-unity fix.

Change 4225249 by Ben.Marsh

	Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms.

	#jira UE-62001

Change 4225512 by Ben.Marsh

	BuildGraph: Allow setting the target to build when using the <CsCompile> task.

Change 4228815 by Ben.Marsh

	UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run.

Change 4228944 by Ben.Marsh

	UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19.

Change 4229028 by Ben.Marsh

	UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid.

Change 4229065 by Ben.Marsh

	UBT: Move another target setting into the rules assembly.

Change 4229105 by Ben.Marsh

	Fix BPT exception when generating project files.

Change 4229311 by Ben.Marsh

	UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance.

Change 4229421 by Ben.Marsh

	UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs.

Change 4229817 by Ben.Marsh

	UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT.

Change 4229824 by Ben.Marsh

	UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass.

Change 4229841 by Ben.Marsh

	UBT: Remove some legacy code from auto-detecting PCHs.

Change 4230521 by Ben.Marsh

	UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message)

Change 4230871 by Ben.Marsh

	UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used.

Change 4230882 by Ben.Marsh

	UAT: Add StreamUtils back into UAT, seems like it's still used there.

Change 4230896 by Ben.Marsh

	UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors.

Change 4231014 by Ben.Marsh

	WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes.

Change 4231032 by Ben.Marsh

	Fix CIS.

Change 4231096 by Ben.Marsh

	Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files.

Change 4231446 by Ben.Marsh

	UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir).

Change 4231460 by Ben.Marsh

	Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties.

Change 4233909 by Robert.Manuszewski

	PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist)


Change 4233910 by Ben.Marsh

	Enable PCHs on IOS. Reduces build time by ~25%.

Change 4234176 by Ben.Marsh

	UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion.

Change 4234193 by Ben.Marsh

	Add the Delete command to Perforce wrapper in DotNETUtilities.

Change 4234688 by Ben.Marsh

	UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies.

Change 4234711 by Ben.Marsh

	UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir).

	Example usage (from a .build.cs file):

	RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS);

Change 4234872 by Ben.Marsh

	Expose a flag for whether the engine is installed, to fix issues generating project files.

Change 4234929 by Ben.Marsh

	Fix null reference generating receipts when UBT makefiles are active.

Change 4235883 by Chad.Garyet

	Merging 4231245 to core

	Giving Coordinator its own sln. This should fix what 4158155 was supposed to.
	#jira UE-61955

Change 4236075 by Ben.Marsh

	CIS fix

Change 4237066 by Robert.Manuszewski

	Fix for a potential crash when terminating the engine while it's being initialized

	#jira UE-60545

Change 4237078 by Robert.Manuszewski

	The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor

Change 4237116 by Ben.Marsh

	Rewrite some Windows utility functions to support paths longer than MAX_PATH.

Change 4237158 by Ben.Marsh

	Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd().

Change 4237159 by Ben.Marsh

	Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers.

Change 4239050 by Ben.Marsh

	Missing file

Change 4239318 by Ben.Marsh

	Linux CIS fix.

Change 4239685 by Ben.Marsh

	Static analysis CIS fix.

Change 4240800 by Ben.Marsh

	WorkspaceTool: Include the full command line in the log for any P4 commands.

Change 4240903 by Ben.Marsh

	PR #4909: Update copyright notices to 2018 (Contributed by projectgheist)


Change 4241025 by Ben.Marsh

	UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE.

Change 4241770 by Ben.Marsh

	UBT: Include action number in parallel executor output.

	#jira UE-62032

Change 4243469 by Ben.Marsh

	TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface.

Change 4245723 by Robert.Manuszewski

	Fixing another creash when terminating the engine while initializing.

	#jira UE-60545

Change 4245862 by Steve.Robb

	VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister.

Change 4246412 by Robert.Manuszewski

	The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened.

Change 4246612 by Ben.Marsh

	UBT: Fix spelling of "Intellisense".

Change 4249454 by Robert.Manuszewski

	Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read

Change 4249513 by Robert.Manuszewski

	Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread

Change 4255207 by Ben.Marsh

	UGS: Add additional logging whenever a P4 command fails, and when the user is logged out.

Change 4255288 by Ben.Marsh

	PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin)


Change 4256422 by Ben.Marsh

	UBT: Add an error if a module referenced by a plugin descriptor doesn't exist.

Change 4257385 by Robert.Manuszewski

	Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them.

Change 4257454 by Robert.Manuszewski

	Added the option to filter clusters listed with gc.ListClusters by objects within them.

	Usage:

	gc.ListClusters Hierachy With=ObjectName1,ObjectName2...

Change 4257526 by Robert.Manuszewski

	It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line

Change 4257822 by Ben.Marsh

	Fixes for PlatformShowcase compile errors.

Change 4258771 by Ben.Marsh

	UBT: Fix project files not being generated for foreign projects when creating .stub files.

	#jira UE-62462

Change 4258790 by Ben.Marsh

	UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names.

Change 4259276 by Ben.Marsh

	UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary.

Change 4259280 by Ben.Marsh

	UBT: Fix embedded framework zips not being uploaded for plugins.

	#jira UE-62485

Change 4260236 by Ben.Marsh

	UBT: Fix path to generated engine project file.

Change 4260334 by Ben.Marsh

	UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place.

Change 4260361 by Ben.Marsh

	UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...)

Change 4260559 by Ben.Marsh

	UGS: Update version.

Change 4261160 by Robert.Manuszewski

	MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash)

	#jira UE-62495

Change 4261421 by Ben.Marsh

	Force-sync files for building documentation, to fix issues with files not being updated.

	#jira UE-62413

Change 4261425 by Ben.Marsh

	UBT: Remove some leftover functions for handling the remote toolchain.

Change 4261530 by Ben.Marsh

	UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS.

Change 4261611 by Ben.Marsh

	UBT: Downgrade warning to a log message, since it appears when generating project files.

Change 4261710 by Ben.Marsh

	Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore.

	#jira UE-62545

Change 4261831 by Ben.Marsh

	Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set.

	#jira UE-62463, UE-62384

Change 4262723 by Ben.Marsh

	Whitelist plugins that need to be loaded by UFE.

	#jira UE-62564

Change 4265444 by Ben.Marsh

	Fix incorrect executable name for DebugGame configurations in Xcode.

	#jira UE-62574

Change 4265892 by Ben.Marsh

	Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored.

	#jira UE-62575, UE-62603, UE-62597

Change 4266019 by Josh.Adams

	- Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE

Change 4266264 by Ben.Marsh

	Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS.

	This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not.

	#jira UE-62578

Change 4266273 by Ben.Marsh

	Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action.

Change 4266614 by Graeme.Thornton

	Fix crash when cooking nativized blueprints due to removal of child cooker system.

Change 4266763 by Ben.Marsh

	Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform.

	#jira UE-62584

Change 4267985 by Robert.Manuszewski

	When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated

	#jira UE-62600

Change 4268558 by Robert.Manuszewski

	PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior.

	#jira UE-62600

Change 4269011 by Chad.Garyet

	- Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/
	  Wildcard match was only substringing to 3 chars.
	- Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab
	Published to ugsapi server 8/8/17
	#jira none

Change 4270788 by Ben.Marsh

	Fix IOS provisioning data being using when remote compiling on TVOS.

	#jira UE-62705

Change 4271916 by Ben.Marsh

	Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file.

Change 4271934 by Ben.Marsh

	Upload all static libraries in plugin folders as part of remote builds.

	#jira UE-62694

Change 4273368 by Ben.Marsh

	Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely.

	#jira UE-62705

Change 4274049 by Ben.Marsh

	Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different.

	#jira UE-62751

Change 4274823 by Ben.Marsh

	Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line.

Change 4275838 by Ben.Marsh

	Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build.

Change 4275913 by Ben.Marsh

	Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0.

Change 4284161 by Ben.Marsh

	Allow mirroring Oodle files to remote Mac.

Change 4074774 by Steve.Robb

	Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct.
	TUniqueFunction added, which is a move-only TFunction which can hold move-only functors.
	Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did.
	FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general.
	TArray::HeapPop() made to work with move-only types.

Change 4082591 by Ben.Marsh

	Move the Log class from UBT to DotNetUtilities.

Change 4083236 by Ben.Marsh

	Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log)

Change 4084107 by Ben.Marsh

	UAT: Remove the unused -SkipHeader argument to UE4Build.

Change 4089771 by Steve.Robb

	GitHub #4743 : modified VirtualAlloc function flag

	https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411

Change 4091456 by Steve.Robb

	Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit.

Change 4156437 by Ben.Marsh

	Lots and lots of fixes compiling for Clang on Windows.

	Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO!

	* Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion.
	* Clang is now supported through AutoSDKs; will be added to CIS.
	* The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows.
	* UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup.
	* SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks)

Change 4157389 by Ben.Marsh

	Few more fixes for compiling the editor with Clang.

Change 4183911 by Ben.Marsh

	Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled.

	* Incremental linking no longer forces PDB files to be enabled for source files.
	* Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain.
	* Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again.
	* Icon update is disabled for Windows when incremental linking is enabled.
	* Removed rarely-used setting to always delete produced items before each build.

Change 4184311 by Ben.Marsh

	UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS.

	The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary):

	    [Default]
	    ; Set this to a network share which contains the SDK installers for your site
	    SdkInstallerDir=

	    ; All the required SDKs for the current version of the engine
	    +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android")
	    +SdkInfo=(Category="Windows", Description="Visual Studio 2017")
	    +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128")
	    +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0")

	Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively.

	The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file).

Change 4200452 by Ben.Marsh

	UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors.

	Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration.

Change 4206189 by Ben.Marsh

	UBT: Simplify logic for precompiling binaries.

	* Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds.
	* Precompiled file lists have been removed from target receipts.
	* The manifest now includes all generated headers and precompiled files when run with the -Precompile option.
	* Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph.

Change 4215466 by Ben.Marsh

	UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform.

Change 4215975 by Ben.Marsh

	UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled).

Change 4220154 by Ben.Marsh

	Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore.

Change 4224708 by Ben.Marsh

	Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities.

Change 4224958 by Ben.Marsh

	Remove CoreMinimal.h includes from Core.

Change 4229059 by Ben.Marsh

	UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function.

Change 4230508 by Ben.Marsh

	Fixup precompiled header setting for samples and games.

Change 4231457 by Ben.Marsh

	Fix exceptions in log messages having trailing newlines.

Change 4232406 by Ben.Marsh

	UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile.

Change 4234177 by Ben.Marsh

	Set up private PCH files everywhere that previously used them.

Change 4235973 by Ben.Marsh

	Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH.

Change 4238842 by Ben.Marsh

	Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file).

	Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example).

	* Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without.
	* The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro.
	* The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED
	* The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED.
	* Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths.
	* Fix 512 character maximum length on editor commands.

	260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths.

Change 4255042 by Ben.Marsh

	UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously.

	The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version.

Change 4260567 by Ben.Marsh

	UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class.

#rb none

[CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
Marc Audy
d90da4ab1a Merge to Dev-Main for 4.20 @ 4090813
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4091081 by Marc Audy in Main branch]
2018-05-23 21:04:31 -04:00
Ben Marsh
7ce4c05fda Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418)
#lockdown Nick.Penwarden
#rb none

============================
  MAJOR FEATURES & CHANGES
============================

Change 3851142 by Robert.Manuszewski

	When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it.

Change 3853797 by Ben.Marsh

	BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc...

	Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option.

Change 3857540 by Graeme.Thornton

	Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed

Change 3860062 by Steve.Robb

	Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example).

Change 3860138 by Steve.Robb

	Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters.

Change 3860273 by Steve.Robb

	Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors.

Change 3863203 by Steve.Robb

	Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.).

	See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html

Change 3864588 by Graeme.Thornton

	Crypto Keys Improvements
	 - Removed UAT command line params for encryption. Centrally configured by the editor settings now.
	 - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata
	 - Minor refactoring of UAT encryption processing to use the new cryptokeys json file
	 - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>"
	 - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks

Change 3864691 by Robert.Manuszewski

	Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever.

Change 3864744 by Robert.Manuszewski

	Added the ability to get the actual filename of the log file FOutputDeviceFile writes to.

Change 3864816 by Graeme.Thornton

	TBA: Minor formatting improvements to textasset commandlet

Change 3868939 by Graeme.Thornton

	TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory

Change 3869031 by Graeme.Thornton

	TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log

Change 3871802 by Steve.Robb

	Class cast flags and property flags are now visible in the debugger.

Change 3871863 by Robert.Manuszewski

	Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.

Change 3874413 by Steve.Robb

	Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections.
	TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement.

Change 3874457 by Ben.Marsh

	When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests.

	The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes.

Change 3876435 by Robert.Manuszewski

	Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever

Change 3878762 by Robert.Manuszewski

	Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed.

Change 3878850 by Robert.Manuszewski

	SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance.

Change 3881331 by Graeme.Thornton

	TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter

Change 3886983 by Ben.Marsh

	UGS: Fix notification window not expanding to fit long captions.

Change 3887006 by Ben.Marsh

	UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10.

Change 3887500 by Ben.Marsh

	UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names).

	Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style.

Change 3887513 by Ben.Marsh

	UGS: Fix badge text drawing outside the clipping bounds.

Change 3888010 by Josh.Engebretson

	Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path
	#jira none

Change 3888418 by Ben.Marsh

	UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing.

Change 3889457 by Steve.Robb

	GitHub #4457 : Display abbreviations properly when converting FNames to display string

	#jira UE-54611

Change 3889547 by Ben.Marsh

	UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description.

	Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this:

	[Badges]
	+DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1")

	The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked.

Change 3889726 by Ben.Marsh

	UGS: Fix description badges that don't have any associated URL.

Change 3889995 by Ben.Marsh

	UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead.

Change 3890007 by Ben.Marsh

	UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious.

Change 3890057 by Ben.Marsh

	UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly.

Change 3891069 by Robert.Manuszewski

	Fixing a crash in MallocBinned2 when running with malloc profiler enabled.

Change 3891084 by Steve.Robb

	Back out changelist 3881331 because it's causing cook errors.

Change 3891100 by Ben.Marsh

	UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows:

	[//UE4/Main/Samples/Games/ShooterGame.uproject]
	Message=:alert:  Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15.

	A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert:

Change 3891346 by Steve.Robb

	TSharedPtr::operator bool, and some usage of it.

Change 3891787 by Steve.Robb

	Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack().

Change 3892379 by Ben.Marsh

	UGS: Fix notification window containing the group fix for each build type.

Change 3892400 by Ben.Marsh

	UGS: Shrink the size of the alert panel.

Change 3892496 by Ben.Marsh

	UGS: Dim badges for changes which aren't eligable for syncing.

Change 3893932 by Steve.Robb

	Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205.

Change 3895872 by Ben.Marsh

	UGS: Show the stream name in tab labels by default.

Change 3896366 by Ben.Marsh

	UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges.

	Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show.

Change 3896367 by Ben.Marsh

	UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel.

Change 3896425 by Ben.Marsh

	UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations.

Change 3896461 by Ben.Marsh

	UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file:

	[//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject]
	StatusPanelColor=#dcdcf0

Change 3899530 by Ben.Marsh

	Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section.

Change 3901164 by Ben.Marsh

	UGS: Add a class to store all the resources for the status panel.

Change 3901165 by Graeme.Thornton

	TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written

Change 3901301 by Ben.Marsh

	UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes.

Change 3902454 by Ben.Marsh

	UGS: Fix logo not being redrawn in the correct position when starting to sync.

Change 3903416 by Ben.Marsh

	UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'.

Change 3904154 by Josh.Engebretson

	Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad)
	#jira UE-55442

Change 3904648 by Ben.Marsh

	UGS: Remove files from the workspace that are excluded by the sync filter.

	The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter.

	#jira UE-47335

Change 3905442 by Steve.Robb

	Change of the ConvertFromType() multi-bool return value to a more descriptive enum.
	Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change.

Change 3905629 by Ben.Marsh

	UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely.

Change 3906447 by Steve.Robb

	Rename EConvertFromTypeResult enumerators.

Change 3906574 by Steve.Robb

	Crash fix for container conversion failure during tagged property import.

Change 3909255 by Daniel.Lamb

	Fixed issue with DLCpackaging crashing on windows
	#jira UE-42880
	#test EngineTest windows

Change 3909270 by Steve.Robb

	Seek instead of skipping bad properties byte-by-byte.

Change 3909324 by Steve.Robb

	Use switch statement instead of repeated if/else.

Change 3909525 by Ben.Marsh

	UGS: Use the StudioEditor target when syncing content-only Enterprise projects.

Change 3911754 by Daniel.Lamb

	Fix for building pak patches.

	#jira UE-55340

Change 3911942 by Robert.Manuszewski

	Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one.

Change 3913067 by Ben.Marsh

	UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter.

Change 3913209 by Ben.Marsh

	UGS: Fix incorrect target name when compiling Enterprise projects.

Change 3917358 by Steve.Robb

	Fix for GetLen(FString).

Change 3919610 by Ben.Marsh

	Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around.

	CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file.

Change 3921002 by Ben.Marsh

	UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects).

Change 3921008 by Ben.Marsh

	UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line.

Change 3921906 by Steve.Robb

	New interpolation functions for quaternions.

	https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html

Change 3921978 by Graeme.Thornton

	TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it.

Change 3924520 by Graeme.Thornton

	UnrealPak: Improve encryption summary log messages

Change 3924522 by Graeme.Thornton

	UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames

Change 3924604 by Graeme.Thornton

	UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys.

Change 3924638 by Graeme.Thornton

	Crypto: Improvements to parsing of old fashioned encryption.ini settings:
	 - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings.
	 - Signing keys will emit an error when they are too long (>64bytes)
	 - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues

	#jira UE-55080

Change 3924747 by Steve.Robb

	Fix for degrees.

Change 3925459 by Chad.Garyet

	Adding check to not to attempt to delete autosdk workspace if it doesn't already exist.

Change 3926703 by Ben.Marsh

	BuildGraph: Include the path to the XML file when displaying an XML parse error.

Change 3926917 by Ben.Marsh

	UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles).

	Set the solution name using an entry in BuildConfiguration.xml as follows:

		<ProjectFileGenerator>
			<MasterProjectName>UE4_Main</MasterProjectName>
		</ProjectFileGenerator>

Change 3927683 by Graeme.Thornton

	UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file.

Change 3928111 by Ben.Marsh

	UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in.

Change 3928926 by Ben.Marsh

	BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties.

Change 3931041 by Graeme.Thornton

	TBA: Add option to textasset commandlet to also include engine content in a resave

Change 3931043 by Graeme.Thornton

	TBA: Redirect some more FArchive members in FArchiveProxy

Change 3931913 by Ben.Marsh

	UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync.

	#jira UE-47368

Change 3932419 by Ben.Marsh

	UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first.

	#jira UE-33541

Change 3932483 by Ben.Marsh

	PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic)


Change 3932624 by Ben.Marsh

	UGS: Add an error dialog when trying to clean the workspace before closing the editor.

	#jira UE-42308

Change 3932679 by Ben.Marsh

	UGS: Add the date/time to the end of the sync log.

	#jira UE-33540

Change 3932705 by Ben.Marsh

	UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist.

	#jira UE-53182

Change 3933318 by Ben.Marsh

	UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary.

	#jira UE-33535, UE-53914

Change 3933840 by Graeme.Thornton

	TBA: When loading assets, only use structured archive adapters for exports when loading text files.

Change 3936040 by Ben.Marsh

	UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update.

	Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background.

	#jira UE-52870

Change 3940230 by Robert.Manuszewski

	Fixes for FilenameToLongPackageName crashes when runnign commandlets

Change 3940240 by Graeme.Thornton

	Automated cycling of encryption and signing keys

Change 3940243 by Graeme.Thornton

	UAT: CryptoKeys automation script

Change 3940321 by Ben.Marsh

	UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range.

Change 3940538 by Ben.Marsh

	UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line.

Change 3941285 by Gil.Gribb

	UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight.
	#jira none

Change 3942404 by Graeme.Thornton

	Pak Signing:
	 - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter
	 - Format the signedarchivereader output to match the pak precacher
	 - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load.
	 - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure
	 - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call.

Change 3942825 by Ben.Marsh

	UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build.

Change 3942839 by Ben.Marsh

	UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number.

Change 3943153 by Ben.Marsh

	Use the correct logical processor count in ParallelExecutor.

Change 3943210 by Ben.Marsh

	UGS: Add an option to the editor arguments window that allows prompting before launching the editor.

Change 3943329 by Ben.Marsh

	UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel.

Change 3944294 by Ben.Marsh

	UGS: Prompt for confirmation before removing any files from the workspace.

Change 3945283 by Ben.Marsh

	UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring.

Change 3945325 by Ben.Marsh

	PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040)


Change 3947359 by Graeme.Thornton

	TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file.

Change 3947360 by Graeme.Thornton

	TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats.

Change 3949431 by Graeme.Thornton

	TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks

Change 3950843 by Ben.Marsh

	UBT: Add a better error if an XML config file is corrupt.

Change 3952504 by Steve.Robb

	GitHub #4545 : UE-55924: CaseSensitive token recognition

	#jira UE-55961
	#jira UE-55924

Change 3952707 by Graeme.Thornton

	Make RandInit(...) log message verbose

Change 3954694 by Ben.Marsh

	BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml.

	To define a Macro, use the syntax:

		<Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage">
			<Log Message="First message" If="$(PrintFirstMessage)"/>
			<Log Message="Second message" If="$(PrintSecondMessage)"/>
			<Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/>
		</Macro>

	To expand a macro, use the syntax:

		<Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/>

	An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified.

	Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded.

Change 3954695 by Ben.Marsh

	PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib)


	#jira UE-56283

Change 3954961 by Ben.Marsh

	UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files.

	#jira UE-56040

Change 3955785 by Steve.Robb

	GitHub #4546 : Don't discard errors from zlib inflate

	#jira UE-55969

Change 3955940 by Steve.Robb

	Redundant and confusing macro check removed.

Change 3956809 by Ben.Marsh

	Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem.

Change 3959590 by Steve.Robb

	Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed.

Change 3959864 by Robert.Manuszewski

	Increasing the size of permanent object pool to fix warnings in cooked ShooterGame

	#jira UE-56001

Change 3960956 by Steve.Robb

	New ToCStr function which generically gets a TCHAR* from a 'string-like' argument.

Change 3963628 by Ben.Marsh

	UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it.

Change 3964349 by Ben.Marsh

	Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows.

Change 3964821 by Ben.Marsh

	Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly.

Change 3965269 by Ben.Marsh

	Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment.

Change 3966554 by James.Hopkin

	#core Removed redundant cast

Change 3966558 by James.Hopkin

	#core Removed redundant casts and changed some MakeShareables to MakeShared

	#robomerge #fortnite

Change 3966754 by Ben.Marsh

	Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe.

Change 3967397 by Ben.Marsh

	Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list.

Change 3967664 by Ben.Marsh

	Update UGS solution to use Visual Studio 2017.

Change 3967838 by Ben.Marsh

	Couple of fixes to conform scripts.

Change 3968767 by Ben.Marsh

	Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime.

Change 3968771 by Ben.Marsh

	Fix compiled-in engine path being subject to macro expansion.

	#jira UE-56504

Change 3968886 by Robert.Manuszewski

	Merging 3914301:

	Remove any references we had added to the GGCObjectReferencer during Init

Change 3968978 by Steve.Robb

	FString->FName fixes for module names in HotReload.

Change 3969019 by Steve.Robb

	Minor refactor of property skipping logic in SerializeTaggedProperties().

Change 3969041 by Steve.Robb

	Simplification of Build.version filename construction.

Change 3969049 by Steve.Robb

	Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable.

	This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename().

	#jira UE-52405

Change 3969120 by Ben.Marsh

	Enable errors for using undefined identifiers in conditional expressions by default.

Change 3969161 by Ben.Marsh

	Remove log line that should only be included in the log.

Change 3969216 by Steve.Robb

	Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling.
	This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed.

	#jira UE-52405

Change 3969346 by Steve.Robb

	Missed some bad FScript(Map/Set)Helper usage from CL# 3698969.

Change 3969598 by Ben.Marsh

	Fix warning from VS2017.

Change 3971101 by Graeme.Thornton

	TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves.

Change 3971407 by Ben.Marsh

	UBT: Fix exception when enumerating toolchains if the directory does not exist yet.

Change 3971523 by Graeme.Thornton

	Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching

Change 3971613 by Ben.Marsh

	Fix Lightmass non-unity compile errors.

Change 3971649 by Ben.Marsh

	Disable optimization around FTickerObjectBase constructor on Win32 due to ICE.

Change 3971829 by Ben.Marsh

	Fix deprecated header warning from PVS Studio.

Change 3972503 by Ben.Marsh

	Changes to build failure notifications:

	* Only people that submitted between builds with different error messages will be included on emails by default.
	* Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line).
	* Anyone that starts a build will be included on all failure emails.

Change 3972732 by Ben.Marsh

	Changes to ensure notification messages are stable.

Change 3972810 by Ben.Marsh

	Write debug information about the digest computed for a change, to assist with debugging it if it's not stable.

Change 3973331 by Ben.Marsh

	Fix missing dependency on linker response file. Prevents target being relinked when build environment changes.

Change 3973343 by Ben.Marsh

	PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff)


Change 3973820 by Ben.Marsh

	Fix incorrect error message when unable to find Visual C++ install directory.

Change 3974295 by Robert.Manuszewski

	Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds.

Change 3975336 by Robert.Manuszewski

	CIS fix after the last merge from main

Change 3976999 by Ben.Marsh

	Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly.

	This should cause CIS to better errors for compiling Odin editor.

Change 3977934 by Ben.Marsh

	UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object.

Change 3977953 by Ben.Marsh

	UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions.

Change 3978544 by Ben.Marsh

	UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later.

Change 3978780 by Ben.Marsh

	Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs.

Change 3979313 by Ben.Marsh

	UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder.

Change 3980499 by Ben.Marsh

	UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions.

Change 3980890 by Ben.Marsh

	UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files.

Change 3981495 by Ben.Marsh

	Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products.

	#jira UE-54343

Change 3982157 by Ben.Marsh

	Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch.

Change 3982239 by Ben.Marsh

	Update tooltip directing users to install Visual Studio 2017 instead of 2015.

Change 3983395 by Graeme.Thornton

	Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file

Change 3983523 by Graeme.Thornton

	Backwards compatibility for pak files with compressed chunk offsets

Change 3983769 by Ben.Marsh

	UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found.

Change 3984529 by Ben.Marsh

	BuildGraph: When run with the -Preprocess=... argument, no steps will be executed.

Change 3984557 by Ben.Marsh

	BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task.

Change 3986520 by Ben.Marsh

	Remove hacks to uniquify response file name on Android and Linux.

Change 3987166 by Steve.Robb

	Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures.

Change 3989061 by Graeme.Thornton

	TBA: Text asset loading/saving work
	 - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports.
	 - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives.
	 - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely.

Change 3989109 by Graeme.Thornton

	TBA: TextAsset commandlet emits a warning when binary package determinism fails

Change 3990823 by Ben.Marsh

	UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI.

Change 3990832 by Ben.Marsh

	UGS: Make the schedule window resizable.

Change 3991569 by Steve.Robb

	GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message

Change 3991970 by Steve.Robb

	Fix for 4096 char limit on FParse::Value.

Change 3992222 by Steve.Robb

	Advice added to the coding standard for using default member initializers.

Change 3993675 by Ben.Marsh

	UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced.

Change 3994199 by Ben.Marsh

	UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects.

	In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK.

	Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx

Change 3994243 by Ben.Marsh

	UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered.

Change 3994260 by Ben.Marsh

	UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself.

Change 3994350 by Ben.Marsh

	UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user.

Change 3995159 by Ben.Marsh

	UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters.

	Indend to re-introduce this functionality through the manual 'clean workspace' operation.

Change 3995169 by Ben.Marsh

	UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls.

Change 3995228 by Ben.Marsh

	UGS: Update recently opened projects list when editing project for an existing tab.

Change 3995312 by Ben.Marsh

	UGS: Stop showing all dialogs in the taskbar.

Change 3995929 by Robert.Manuszewski

	Completely rewritten FReferenceChainSearch class used by 'obj refs' command.

	- 3+ times faster
	- Uses the same code as GC to track all the references down
	- Actually reports all reference chains properly
	- Less code that is more readable than the previous version

Change 3995981 by Ben.Marsh

	UGS: Clean workspace window will now force-sync files that have been deleted or which are writable.

Change 3996113 by Ben.Marsh

	UGS: Fix crash upgrading config files from older versions.

Change 3997990 by Ben.Marsh

	UGS: Prevent error when syncing an empty workspace.

Change 3998095 by Ben.Marsh

	UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job.

	Also forcibly terminate the process on dispose to handle cases where the job object wasn't created.

Change 3998264 by Ben.Marsh

	UGS: Fix exception when switching projects in-place.

Change 3998643 by Ben.Marsh

	Fix shared DDC not being used for installed engine builds.

	#jira UE-57631

Change 4000266 by Ben.Marsh

	UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is:

	    UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options]

	The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified.

Change 4000293 by Ben.Marsh

	Add a compression flag that allows selecting compressor without using the default platform implementation.

Change 4000315 by Ben.Marsh

	Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL.

Change 4000610 by Ben.Marsh

	UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts.

Change 4000627 by Ben.Marsh

	UBT: Include enabled plugin info in the UBT log.

Change 4000793 by Ben.Marsh

	UBT: Remove some member variables from VCEnvironment that don't need to be stored.

Change 4000909 by Ben.Marsh

	UBT: Add VS2017 installations to the list of paths checked for MSBuild installations.

Change 4001923 by Ben.Marsh

	UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic.

	At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist.

Change 4001927 by Ben.Marsh

	Fixes for compiling against the Windows 10 SDK.

Change 4002439 by Robert.Manuszewski

	Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of  TFastReferenceCollector

Change 4003508 by Ben.Marsh

	UGS: Fix new workspaces not having the correct owner and host set.

Change 4003622 by Ben.Marsh

	UGS: Add support for "skipped" as a build result.

Change 4004049 by Robert.Manuszewski

	Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy

Change 4005077 by Ben.Marsh

	UGS: Update version number.

Change 4005112 by Ben.Marsh

	UBT: Reduce number of times a target has to be constructed while generating project files.

Change 4005513 by Ben.Marsh

	UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files.

Change 4005516 by Ben.Marsh

	UBT: Add warnings whenever a module adds an include path or library path that doesn't exist

Change 4006168 by Ben.Marsh

	CIS fixes.

Change 4006236 by Ben.Marsh

	UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control.

Change 4006266 by Ben.Marsh

	UGS: Swap around the new workspace/existing file boxes on the open project dialog.

Change 4006552 by Ben.Marsh

	If staging fails because a restricted folder name is found, include a list of them in the error message.

Change 4007397 by Steve.Robb

	Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container.

Change 4007458 by Ben.Marsh

	UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed.

Change 4009343 by Ben.Marsh

	UGS: Set the rmdir option on new workspaces by default.

Change 4009501 by Ben.Marsh

	UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change.

Change 4009509 by Ben.Marsh

	UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler.

Change 4010543 by Ben.Marsh

	Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported).

Change 4010553 by Ben.Marsh

	UAT: Include platform groups in restricted folder names when staging.

Change 4012030 by Ben.Marsh

	UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace.

Change 4012204 by Chad.Garyet

	- Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text)
	- Create directory for sqlite db if it doesn't exist
	#jira none

Change 4014209 by Brandon.Schaefer

	New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows

	#review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills

Change 4015606 by Brandon.Schaefer

	Missed a code project that needed updating for new Breakpad changes for Mac

Change 4017795 by Robert.Manuszewski

	GC assumption verification should now be 3-4x faster.

	- Refactored Disregard For GC to use TFastReferenceCollector
	- Move both Disregard For GC and Cluster verification code to separate source files

Change 4020381 by Ben.Marsh

	Add link to the new official doc page for UnrealGameSync.

Change 4020665 by Ben.Marsh

	UBT: Prevent plugins being precompiled if they don't support the current target platform.

Change 4021829 by Ben.Marsh

	Update message about downloading a new version of Visual Studio.

Change 4022063 by Ben.Marsh

	UBT: Suppress toolchain output when generating project files.

Change 4023248 by Ben.Marsh

	Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run().

	(Also fix an exception within the exception handler, if GError has not been created yet)

Change 4025759 by Ben.Marsh

	Fix universal CRT include paths not being added to compile environment for VS2015.

Change 4026002 by Ben.Marsh

	UBT: Check the old registry locations for the Windows SDK installation directory.

Change 4026068 by Ben.Marsh

	UBT: Use the correct compiler version in the error message for not having the UCRT.

Change 4026181 by Ben.Marsh

	Fix DebugGame editor configurations not enumerating modules correctly.

	#jira UE-58153

Change 4026285 by Ben.Marsh

	UBT: Add additional logging for enumerating Windows SDKs.

Change 4026708 by Ben.Marsh

	UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders.

Change 4029404 by Ben.Marsh

	Remove incorrect include paths to fix CIS warnings.

Change 4031517 by Steve.Robb

	Fix for UHT errors not being clickable in the Message Log.

	#jira UE-58173

Change 4031544 by Ben.Marsh

	Fix errors building asset catalog for IOS due to modifying shared build environment.

	#jira UE-58240

Change 4032227 by Ben.Marsh

	BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph.

Change 4032262 by Ben.Marsh

	BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml.

Change 4032288 by Ben.Marsh

	Remove UFE from the BuildEditorAndTools script.

Change 3833533 by Ben.Marsh

	Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.

Change 3838569 by Steve.Robb

	Algo moved up a folder.

Change 3848581 by Robert.Manuszewski

	Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems.

	#jira UE-49446

Change 3864743 by Steve.Robb

	Fix for buffer overrun when copying a context string.
	Fix for being unable to link to MallocLeakDetection.
	Fix to prefix for FMallocLeakDetection::ContextString.
	New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string.
	Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations.

	#jira UE-54612

Change 3865020 by Graeme.Thornton

	TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions

Change 3869550 by Josh.Engebretson

	New SymGen and SymUpload tasks (ShooterGame usage example)
	Example C# symbolicator (using saved crash and data router formats)
	Updates for stack walking and crash runtime xml on Windows/Mac

Change 3905453 by Steve.Robb

	USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO.

Change 3910012 by Ben.Marsh

	UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails.

Change 3920044 by Graeme.Thornton

	TBA: Text asset loading

	* Added a structured archive layer to FLinkerLoad
	* Wrapped export loading in a ArchiveUObjectFromStructuredArchive
	* Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content
	* Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename.
	* Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading.
	* Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives.

Change 3921587 by Steve.Robb

	Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings.
	Fixes for various misuses.

	#jira UE-55681

Change 3942873 by Ben.Marsh

	UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not.

Change 3944629 by Graeme.Thornton

	Merging back a couple of fixes from Fortnite
	 - Extra parenthesis around some calculations in the pakprecacher
	 - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature()
	 - Added documentation for build script crypto options

Change 3945381 by Ben.Marsh

	Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value.

Change 3968969 by Steve.Robb

	Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array.

Change 3969417 by Ben.Marsh

	Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs.

	Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest".

Change 3972443 by Ben.Marsh

	Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything.

Change 3977198 by Ben.Marsh

	Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug.

Change 3979632 by Ben.Marsh

	Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist.

	* Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime.
	* The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command).
	* The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees.

Change 3981738 by Ben.Marsh

	Move utility classes for filtering files and matching wildcards into DotNETUtilities.

Change 3983888 by Steve.Robb

	Warning C4868 disabled, about evaluation order of braced initializer lists.

	https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html

Change 3984019 by Steve.Robb

	FString::Printf formatting argument checking added.
	Vararg support for FText::Format.
	All remaining usage fixed.

Change 3985502 by Steve.Robb

	Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'.

Change 3985999 by Graeme.Thornton

	TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT.
	 - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA

Change 3986461 by Ben.Marsh

	Fixup lots of platforms not adding response files as a prerequisite.

	This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts.

Change 3990081 by Ben.Marsh

	Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE.

	Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases).

Change 3996714 by Chad.Garyet

	UGSRestAPI, conversion of UGS to use it.

	#jira none

Change 4008287 by Ben.Marsh

	UBT: Change the engine to use the Windows 10 SDK by default.

	Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file.

	The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7).

Change 4008516 by Chad.Garyet

	- Adding support for both SQLite and MsSql
	- API now reads from only MsSql, but writes to both
	- Added support for POST to CIS for badges
	- PostBadgeStatus now writes out via API Url rather than a direct connection to the DB

	#jira none

Change 4010296 by Chad.Garyet

	Moving SQLite db initilization into Application_Start.  An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404.
	#jira none

Change 4024045 by Ben.Marsh

	Set the list of supported target platforms for OnlineSubsystemGameCircle.

	#jira UE-57887

Change 4031014 by Ben.Marsh

	UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names.

[CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
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
fedc653232 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134)
#lockdown Nick.Penwarden
#rb none

============================
  MAJOR FEATURES & CHANGES
============================

Change 3550452 by Ben.Marsh

	UAT: Improve readability of error message when an editor commandlet fails with an error code.

Change 3551179 by Ben.Marsh

	Add methods for reading text files into an array of strings.

Change 3551260 by Ben.Marsh

	Core: Change FFileHelper routines to use enum classes for flags.

Change 3555697 by Gil.Gribb

	Fixed a rare crash when the asset registry scanner found old cooked files with package level compression.

	#jira UE-47668

Change 3556464 by Ben.Marsh

	UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files.

Change 3557630 by Ben.Marsh

	Allow the network version to be set via Build.version if it's not overriden from Version.h.

Change 3561357 by Gil.Gribb

	Fixed crashes related to loading old unversioned files in the editor.

	#jira UE-47806

Change 3565711 by Graeme.Thornton

	PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx)


Change 3565864 by Robert.Manuszewski

	Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object.

Change 3569022 by Ben.Marsh

	PR #3849: Update gitignore (Contributed by mhutch)


Change 3569113 by Ben.Marsh

	Fix Japanese errors not displaying correctly in the cook output log.

	#jira UE-47746

Change 3569486 by Ben.Marsh

	UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set.

Change 3570483 by Graeme.Thornton

	Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors

Change 3570513 by Robert.Manuszewski

	Fix for a race condition with async loading thread enabled.

Change 3570664 by Ben.Marsh

	UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core.

Change 3570708 by Robert.Manuszewski

	Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running.

Change 3571592 by Ben.Marsh

	UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available.

Change 3572215 by Graeme.Thornton

	UBT
	- Remove some unnecessary using directives
	- Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself

Change 3572437 by Robert.Manuszewski

	Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects.

	#jira UE-44996

Change 3572480 by Robert.Manuszewski

	MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long

Change 3573547 by Ben.Marsh

	Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line.

Change 3574562 by Robert.Manuszewski

	PR #3847: Add GC callbacks for script integrations (Contributed by mhutch)


Change 3575017 by Ben.Marsh

	Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core.

Change 3575689 by Ben.Marsh

	Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds.

Change 3575934 by Steve.Robb

	Fix for nested preprocessor definitions.

Change 3575961 by Steve.Robb

	Fix for nested zeros.

Change 3576297 by Robert.Manuszewski

	Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread.

	#jira FORT-38977

Change 3576366 by Ben.Marsh

	Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated.

Change 3578290 by Graeme.Thornton

	Changes to Ionic zip library to allow building on dot net core

Change 3578291 by Graeme.Thornton

	Ionic zip library binaries built for .NET Core

Change 3578354 by Graeme.Thornton

	Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string

Change 3578674 by Robert.Manuszewski

	After loading packages flush linker cache on uncooked platforms to free precache memory

Change 3579068 by Steve.Robb

	Fix for CLASS_Intrinsic getting stomped.
	Fix to EClassFlags so that they are visible in the debugger.
	Re-added mysteriously-removed comments.

Change 3579228 by Steve.Robb

	BOM removed.

Change 3579297 by Ben.Marsh

	Fix exception if a plugin lists the same module twice.

	#jira UE-48232

Change 3579898 by Robert.Manuszewski

	When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert.

Change 3579983 by Robert.Manuszewski

	More fixes for freeing linker cache memory in the editor.

Change 3580012 by Graeme.Thornton

	Remove redundant copy of FileReference.cs

Change 3580408 by Ben.Marsh

	Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect.

Change 3582104 by Graeme.Thornton

	Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path.

Change 3582131 by Graeme.Thornton

	#define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway.

Change 3582645 by Ben.Marsh

	PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola)

	#jira UE-48192

Change 3583955 by Robert.Manuszewski

	Support for EDL cooked packages in the editor

Change 3584035 by Graeme.Thornton

	Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly.

Change 3584177 by Robert.Manuszewski

	Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached)

Change 3584315 by Ben.Marsh

	Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class.

Change 3584370 by Ben.Marsh

	Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes.

Change 3584498 by Ben.Marsh

	Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes.

Change 3585003 by Steve.Robb

	Fix for TChunkedArray ranged-for iteration.

	#jira UE-48297

Change 3585235 by Ben.Marsh

	Remove LogEngine extern from Core; use the platform log channels instead.

Change 3585942 by Ben.Marsh

	Move MessageBoxExt() implementation into application layer for platforms that require it.

Change 3587071 by Ben.Marsh

	Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL.

Change 3587161 by Ben.Marsh

	Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h.

Change 3587579 by Steve.Robb

	Fix for Children list not being rebuilt after hot reload.

Change 3587584 by Graeme.Thornton

	Logging improvements for pak signature check failures
	 - Added "PakCorrupt" console command which corrupts the master signature table
	 - Added some extra log information about which block failed
	 - Re-hash the master signature table and to make sure that it hasn't changed since startup
	 - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit
	 - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again

Change 3587586 by Graeme.Thornton

	Changes to make UBT build and run on .NET Core
	 - Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups
	 - VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use
	 - After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects

Change 3587953 by Steve.Robb

	Allow arbitrary UENUM initializers for enumerators.
	Editor-only data UENUM support.
	Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated.

	#jira UE-46274

Change 3589827 by Graeme.Thornton

	More fixes for VSCode project generation and for UBT running on .NET Core
	 - Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts
	 - UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel
	 - Added documentation for UEConsoleTraceListener
	 - All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files
	 - Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose"
	 - Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff

Change 3589868 by Graeme.Thornton

	Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures.

	UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases

Change 3589919 by Robert.Manuszewski

	Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor)

Change 3589940 by Graeme.Thornton

	Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths.

Change 3590078 by Graeme.Thornton

	Fully disable automatic assembly info generation in .NET Core projects

Change 3590534 by Robert.Manuszewski

	Marking UObject as intrinsic clas to fix a crash on UFE startup.

Change 3591498 by Gil.Gribb

	UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading.

Change 3591605 by Gil.Gribb

	UE4 - Follow up to fixing several edge cases in the low level async loading code.

Change 3592577 by Graeme.Thornton

	.NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates

Change 3592684 by Steve.Robb

	Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush.

Change 3592710 by Steve.Robb

	Fix for invalid casts in ListProps command.
	Some name changes in command output.

Change 3592715 by Ben.Marsh

	Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default.

Change 3592767 by Gil.Gribb

	UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules.

Change 3592770 by Gil.Gribb

	UE4 - Fixed a race condition with async read completion in the prescence of cancels.

Change 3593090 by Steve.Robb

	Better error message when there two clashing type names are found.

Change 3593697 by Steve.Robb

	VisitTupleElements function, which calls a functor for each element in the tuple.

Change 3595206 by Ben.Marsh

	Include additional diagnostics for missing imports when a module load fails.

Change 3596140 by Graeme.Thornton

	Batch file for running MSBuild

Change 3596267 by Steve.Robb

	Thread safety fix to FPaths::GetProjectFilePath().

Change 3596271 by Robert.Manuszewski

	Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor

	#jira UE-47535

Change 3596283 by Steve.Robb

	Redundant casts removed from UHT.

Change 3596303 by Ben.Marsh

	EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window.

Change 3596337 by Ben.Marsh

	UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio.

Change 3596367 by Steve.Robb

	Iterator checks in ranged-for on TMap, TSet and TSparseArray.

Change 3596410 by Gil.Gribb

	UE4 - Improved some error messages on runtime failures in the EDL.

Change 3596532 by Ben.Marsh

	UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013.

	#jira UE-48119

Change 3596631 by Steve.Robb

	Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder.

Change 3596807 by Ben.Marsh

	Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense.

	* UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables.
	* Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration.

Change 3596957 by Steve.Robb

	UBT can be used to write out an .objsrcmap file for use with the MapFileParser.
	Renaming of ObjMap to ObjSrcMap in MapFileParser.

Change 3597213 by Ben.Marsh

	Remove AutoReporter. We don't support this any more.

Change 3597558 by Ben.Marsh

	UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax:

	+ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar")

	The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable.

Change 3597982 by Ben.Marsh

	Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache).

	#jira UE-47173

Change 3598045 by Ben.Marsh

	UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI).

Change 3599214 by Ben.Marsh

	Avoid string duplication when comparing extensions.

Change 3600038 by Steve.Robb

	Fix for maps being modified during iteration in cache compaction.

Change 3600136 by Steve.Robb

	GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool

Change 3600214 by Steve.Robb

	More accurate error message when unsupported template parameters are provided in a TSet property.

Change 3600232 by Ben.Marsh

	UBT: Force UHT to run again if the .build.cs file for a module has changed.

	#jira UE-46119

Change 3600246 by Steve.Robb

	GitHub #3045 : allow multiple interface definition in a file

Change 3600645 by Ben.Marsh

	Convert QAGame to Include-What-You-Use.

Change 3600897 by Ben.Marsh

	Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes.

Change 3601558 by Graeme.Thornton

	Simple first pass VSCode editor integration plugin

Change 3601658 by Graeme.Thornton

	Enable intellisense generation for VS Code project files and setup include paths properly

Change 3601762 by Ben.Marsh

	UBT: Add support for adaptive non-unity builds when working from a Git repository.

	The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged.

	Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior:

	<SourceFileWorkingSet>
	    <Provider>Default</Provider> <!-- May be None, Default, Git or Perforce -->
	    <RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. -->
	    <GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH -->
	</SourceFileWorkingSet>

Change 3604032 by Graeme.Thornton

	First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows.

Change 3604038 by Graeme.Thornton

	Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor.
	Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code.

Change 3604106 by Steve.Robb

	GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro

Change 3604192 by Steve.Robb

	GitHub #3911 : Improving ToUpper/ToLower efficiency

Change 3604273 by Graeme.Thornton

	IWYU build fixes when malloc profiler is enabled

Change 3605457 by Ben.Marsh

	Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it.

Change 3606720 by James.Hopkin

	Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn.

Change 3606807 by Graeme.Thornton

	Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741.

Change 3607026 by James.Hopkin

	Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed

Change 3607142 by Graeme.Thornton

	UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose.

Change 3607146 by Ben.Marsh

	UGS: Fix exception due to formatting string when Perforce throws an error.

Change 3607147 by Steve.Robb

	Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time.
	Float and double conversion support added to int properties.
	NAME_DoubleProperty added.
	Fix for converting enum class enumerators > 255 to int properties.

Change 3607516 by Ben.Marsh

	PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames)


Change 3610421 by Ben.Marsh

	UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help.

Change 3610657 by Ben.Marsh

	UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables.

Change 3611000 by Ben.Marsh

	UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument.

Change 3612471 by Ben.Marsh

	UBT: Move FastJSON into DotNETUtilities.

Change 3613479 by Ben.Marsh

	UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator.

Change 3613910 by Ben.Marsh

	UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later.

Change 3614075 by Ben.Marsh

	UBT: Remove hacks for testing project file attributes by name.

Change 3614090 by Ben.Marsh

	UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary.

Change 3614488 by Ben.Marsh

	UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled.

Change 3614490 by Ben.Marsh

	UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself.

Change 3614962 by Ben.Marsh

	UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers.

Change 3615416 by Ben.Marsh

	EC: Include an icon showing the overall status of a build in the grid view.

Change 3615713 by Ben.Marsh

	UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder.

	#jira UE-48987

Change 3616652 by Ben.Marsh

	Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project.

	#jira UE-49007

Change 3616680 by Ben.Marsh

	Add the CodeAPI-HTML.tgz file into the installed engine build.

Change 3616767 by Ben.Marsh

	Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible.

Change 3616864 by Ben.Marsh

	Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended.

	#jira UE-48711

Change 3619964 by Ben.Marsh

	UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables.

Change 3548930 by Ben.Marsh

	UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction.

Change 3558056 by Ben.Marsh

	Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()).

Change 3563309 by Graeme.Thornton

	Moved some common C# classes into the DotNETCommon assembly

Change 3570283 by Graeme.Thornton

	Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects
	Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore

Change 3572811 by Ben.Marsh

	UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables).

Change 3573397 by Ben.Marsh

	UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS.

Change 3575659 by Ben.Marsh

	Remove CHM API documentation.

Change 3582103 by Graeme.Thornton

	Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core

	Removed reference to System.Windows.Form from UBT.

Change 3584113 by Ben.Marsh

	Move key-mapping functionality into the InputCore module.

Change 3584278 by Ben.Marsh

	Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc.

Change 3584453 by Ben.Marsh

	Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms.

Change 3585301 by Ben.Marsh

	Move PlatformPostInit() into an FPlatformApplicationMisc function.

Change 3587050 by Ben.Marsh

	Move IsThisApplicationForeground() into FPlatformApplicationMisc.

Change 3587059 by Ben.Marsh

	Move RequiresVirtualKeyboard() into FPlatformApplicationMisc.

Change 3587119 by Ben.Marsh

	Move GetAbsoluteLogFilename() into FPlatformMisc.

Change 3587800 by Steve.Robb

	Fixes to container visualizers for types whose pointer type isn't simply Type*.

Change 3588393 by Ben.Marsh

	Move platform output devices into their own headers.

Change 3588868 by Ben.Marsh

	Move creation of console, error and warning output devices int PlatformApplicationMisc.

Change 3589879 by Graeme.Thornton

	All automation projects now have a reference to DotNETUtilities
	Fixed a build error in the WEX automation library

Change 3590034 by Ben.Marsh

	Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac).

Change 3593754 by Steve.Robb

	Fix for tuple debugger visualization.

Change 3597208 by Ben.Marsh

	Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees.

Change 3600163 by Ben.Marsh

	UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned.

	#jira UE-46725

Change 3604279 by Graeme.Thornton

	Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects

Change 3606685 by James.Hopkin

	Removed redundant 'Cast's (casting to either the same type or a base).

	In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass.
	Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp.

Change 3610950 by Ben.Marsh

	UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic.

Change 3610991 by Ben.Marsh

	UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line.

Change 3612342 by Ben.Marsh

	UBT: Change JsonObject.Read() to take a FileReference parameter.

Change 3612362 by Ben.Marsh

	UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects.

Change 3619128 by Ben.Marsh

	Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures.

[CL 3620189 by Ben Marsh in Main branch]
2017-08-31 12:08:38 -04:00
Ben Marsh
f461ea68e9 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3494741 by Steve.Robb

	Generated code size savings.

	#jira UE-43048

Change 3495484 by Steve.Robb

	Fix for generated indices of static arrays when saving configs.

Change 3497926 by Robert.Manuszewski

	Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything.

Change 3498077 by Robert.Manuszewski

	Only use the recursion guard in async loading code when the event driven loader is enabled.

Change 3498112 by Ben.Marsh

	UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own.

Change 3500239 by Robert.Manuszewski

	Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes.

Change 3500395 by Steve.Robb

	Extra codegen savings when not in hot reload.

Change 3501004 by Steve.Robb

	EObjectFlags now have constexpr operators.

Change 3502079 by Ben.Marsh

	UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary.

Change 3502527 by Steve.Robb

	Fix for zero-sized array compile error in generated code when all functions are editor-only.

Change 3502542 by Ben.Marsh

	UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead.

Change 3502868 by Steve.Robb

	Workaround for inefficient generated code with stateless lambdas on Clang.

Change 3503550 by Steve.Robb

	Another generated code lambda optimization.

Change 3503582 by Ben.Marsh

	BuildGraph: Add support for nullable parameter types.

Change 3504424 by Steve.Robb

	New AllOf, AnyOf and NoneOf algorithms.

Change 3504712 by Ben.Marsh

	UAT: Less spammy log and error output from UAT.

	* Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception).
	* Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information.
	* AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log)
	* Name of the calling function is not included in console output by default, but still included in the log.

Change 3504808 by Ben.Marsh

	UAT: Suppress P4 output when running a recursive instance of UAT.

Change 3505044 by Steve.Robb

	Code generation improved for TCppClassType code.

Change 3505485 by Ben.Marsh

	Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module.

Change 3505699 by Ben.Marsh

	Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins.

Change 3506055 by Ben.Marsh

	UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output.

Change 3507745 by Robert.Manuszewski

	Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses).

Change 3507911 by Ben.Marsh

	Plugins: Minor changes to plugin descriptors.

	* Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors.
	* Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from.

Change 3508669 by Ben.Marsh

	EC: Parse multi-line messages from UBT and UAT.

Change 3508691 by Ben.Marsh

	Fix double-spacing of cook stats.

Change 3509245 by Steve.Robb

	UHT makefiles removed.
	Flag audit removed.

Change 3509275 by Steve.Robb

	Fix for mismatched stat categories in AudioMixer.

	#jira UE-46129

Change 3509289 by Robert.Manuszewski

	Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably.

Change 3509294 by Robert.Manuszewski

	UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it.

Change 3509312 by Steve.Robb

	GitHub# 3679: Add TArray constructor that takes a raw pointer and a count

	Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too.

	#jira UE-46136

Change 3509396 by Steve.Robb

	GitHub# 3676: Fix TUnion operator<< compile error

	#jira UE-46099

Change 3509633 by Steve.Robb

	Fix for line numbers on multiline macros.

Change 3509938 by Gil.Gribb

	UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading.

Change 3510593 by Daniel.Lamb

	Fixed up unsoilicited files getting populated with files which aren't finished being created yet.

	#test None

Change 3510594 by Daniel.Lamb

	Fixed up temp files directory for patching.

	Thanks David Yerkess @ Milestone
	#review@Ben.Marsh

Change 3511628 by Ben.Marsh

	PR #3707: Fixed UBT stack size (Contributed by gildor2)


Change 3511808 by Ben.Marsh

	Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git)

	#jira UE-46540

Change 3512017 by Ben.Marsh

	Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface.

Change 3513935 by Steve.Robb

	Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477.

Change 3514142 by Steve.Robb

	MemoryProfiler2 added to generated solution.

Change 3516463 by Ben.Marsh

	Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user.

Change 3517860 by Ben.Marsh

	PR #3727: FString Dereference Fixes (Contributed by jovisgCL)


Change 3517967 by Ben.Marsh

	Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line.

Change 3518070 by Steve.Robb

	Disable Binned2 stats in shipping non-editor builds.

Change 3520079 by Steve.Robb

	Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions.

	#jira UE-24034

Change 3520080 by Robert.Manuszewski

	Made max package summary size to be configurable with ini setting

Change 3520083 by Steve.Robb

	Force a GC after hot reload to clean up reinstanced objects which may still tick.

	#jira UE-40421

Change 3520480 by Robert.Manuszewski

	Improved assert message when the initial package read request was too small.

Change 3520590 by Graeme.Thornton

	SignedArchiveReader optimizations
	 - Loads more stats
	 - Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader
	 - Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time
	 - Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries

Change 3521023 by Graeme.Thornton

	Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing

Change 3521787 by Ben.Marsh

	PR #3736: Small static code analysis fixes (Contributed by jovisgCL)


Change 3521789 by Ben.Marsh

	PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar)


Change 3524721 by Ben.Marsh

	Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core.

Change 3524741 by Ben.Marsh

	Move PumpMessages() into FPlatformApplicationMisc.

Change 3525399 by Ben.Marsh

	UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment.

Change 3525743 by Ben.Marsh

	UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds.

Change 3525746 by Ben.Marsh

	EC: Include the clobber option on new workspaces, to allow overriding version files when syncing.

Change 3526453 by Ben.Marsh

	UGS: Do not generate project files when syncing precompiled binaries.

Change 3527045 by Ben.Marsh

	Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting.

Change 3527420 by Ben.Marsh

	UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing).

	Config files are now read from:

	Engine/Programs/UnrealGameSync/UnrealGameSync.ini
	Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini

	If a project is selected:

	<ProjectDir>/Build/UnrealGameSync.ini
	<ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini

	If the .uprojectdirs file is selected:

	Engine/Programs/UnrealGameSync/DefaultProject.ini
	Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini

Change 3528063 by Ben.Marsh

	Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse.

Change 3528415 by Ben.Marsh

	UAT: Remove \r characters from the end of multiline log messages.

Change 3528427 by Ben.Marsh

	EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent.

Change 3528485 by Ben.Marsh

	EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places.

Change 3528505 by Steve.Robb

	PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL)


	#jira UE-46819

Change 3528772 by Robert.Manuszewski

	Enabling actor and blueprint clustering in ShooterGame

Change 3528786 by Robert.Manuszewski

	PR #3760: Fix typo (Contributed by jesseyeh)


Change 3528792 by Steve.Robb

	PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL)


	#jira UE-46962

Change 3528941 by Robert.Manuszewski

	Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object.

	#jira UE-44996

Change 3530241 by Ben.Marsh

	UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value.

Change 3531377 by Ben.Marsh

	Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it.

	This has several advantages over the per-module platform whitelist/blacklist:

	* Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore.
	* References to dependent plugins from platform-specific plugins can now be eliminated.
	* Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly).
	* The editor can load any plugins without having to whitelist supported editor host platforms.

	UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime.

	Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary.

Change 3531502 by Jin.Zhang

	Add support for GPUCrash #rb

Change 3531664 by Ben.Marsh

	UBT: Change output format from C# JSON writer to match output by the engine.

Change 3531848 by Ben.Marsh

	UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable.

Change 3531869 by Ben.Marsh

	UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field.

Change 3532474 by Ben.Marsh

	UBT: Use the same mechanism as UAT for logging exceptions.

Change 3532734 by Graeme.Thornton

	Initial VSCode Support
	 - Tasks generated for building all game/engine/program targets
	 - Debugging support for targets on Win64

Change 3532789 by Steve.Robb

	FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap.
	Set_Add and Map_Add no longer have a return value.
	FScriptSet::Find and FScriptMap::Find functions are now FindIndex.
	FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash.

Change 3532845 by Steve.Robb

	Obsolete UHT settings deleted.

Change 3532875 by Graeme.Thornton

	VSCode
	 - Add debug targets for different target configurations
	 - Choose between VS debugger (windows) and GDB (mac/linux)

Change 3532906 by Graeme.Thornton

	VSCode
	 - Point all builds directly at UBT rather than the batch files
	 - Adjust mac build tasks to run through mono

Change 3532924 by Ben.Marsh

	UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root.

Change 3535234 by Graeme.Thornton

	VSCode - Pass intellisense system a list of paths to use for header resolution

Change 3535247 by Graeme.Thornton

	UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation

Change 3535376 by Graeme.Thornton

	VSCode
	 - Added build jobs for C# projects
	 - Linked launch tasks to relevant build task

Change 3537083 by Ben.Marsh

	EC: Change P4 swarm links to start at the changelist for a build.

Change 3537368 by Graeme.Thornton

	Fix for crash in FSignedArchiveReader when multithreading is disabled

Change 3537550 by Graeme.Thornton

	Fixed a crash in the taskgraph when running single threaded

Change 3537922 by Steve.Robb

	Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT.

Change 3539691 by Graeme.Thornton

	VSCode - Various updates to get PC and Mac C++ projects building and debugging.
	 - Some other changes to C# setup to allow compilation. Debugging doesn't work.

Change 3539775 by Ben.Marsh

	Plugins: Various fixes to settings for enabling plugins.

	* Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled).
	* Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed.
	* Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them.

Change 3540788 by Ben.Marsh

	UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).

	Example usage:

	public class UnrealPakTarget : TargetRules
	{
		public UnrealPakTarget(TargetInfo Target) : base(Target)
		{
			Type = TargetType.Program;
			LinkType = TargetLinkType.Monolithic;
			LaunchModuleName = "UnrealPak";

			if(HostPlatform == UnrealTargetPlatform.Win64)
			{
				PreBuildSteps.Add("echo Before building:");
				PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");

				PostBuildSteps.Add("echo After building!");
				PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
			}
		}
	}

Change 3541664 by Graeme.Thornton

	VSCode - Add problemMatcher tag to cpp build targets

Change 3541732 by Graeme.Thornton

	VSCode - Change UBT command line switch to "-vscode" for simplicity

Change 3541967 by Graeme.Thornton

	VSCode - Fixes for Mac/Linux build steps

Change 3541968 by Ben.Marsh

	CRP: Pass through the EnabledPlugins element in crash context XML files.

	#jira UE-46912

Change 3542519 by Ben.Marsh

	UBT: Add chain of references to error messages when configuring plugins.

Change 3542523 by Ben.Marsh

	UBT: Add more useful error message when attempt to parse a JSON object fails.

Change 3542658 by Ben.Marsh

	UBT: Include a chain of references when reporting errors instantiating modules.

Change 3543432 by Ben.Marsh

	Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set.

Change 3543436 by Ben.Marsh

	UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails.

Change 3543536 by Ben.Marsh

	UBT: Downgrade message about redundant plugin references to a warning.

Change 3543871 by Gil.Gribb

	UE4 - Fixed a critical crash bug with non-EDL loading from pak files.

Change 3543924 by Robert.Manuszewski

	Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes.
	+Small optimization to token stream generation code.

Change 3544469 by Jin.Zhang

	Crashes page displays the list of plugins from the crash context #rb

Change 3544608 by Steve.Robb

	Fix for nativized generated code.

	#jira UE-47452

Change 3544612 by Ben.Marsh

	Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages().

	#jira UE-47449

Change 3545954 by Gil.Gribb

	Fixed a critical crash bug relating to a race condition in async package summary reading.

Change 3545968 by Ben.Marsh

	UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same.

	#jira UE-47419

Change 3545976 by Ben.Marsh

	EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch.

Change 3546185 by Ben.Marsh

	Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped.

Change 3547084 by Gil.Gribb

	Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms.

Change 3547968 by Gil.Gribb

	Fixed critical race which potentially could cause a crash in the pak precacher.

Change 3504722 by Ben.Marsh

	BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run.

	For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as:

	ERROR: Unable to write to foo.txt
	         while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" />
	         at Engine\Build\InstalledEngineBuild.xml(91)
	       (see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)

Change 3512255 by Ben.Marsh

	Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated.

Change 3512332 by Ben.Marsh

	Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4.

Change 3512393 by Ben.Marsh

	Rename FPaths::GameLogDir() to FPaths::ProjectLogDir().

Change 3513452 by Ben.Marsh

	Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project.

Change 3516262 by Ben.Marsh

	Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor.

	* Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod.
	* The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders).

Change 3517565 by Ben.Marsh

	Remove fixed engine version numbers from OSS plugins.

Change 3518005 by Ben.Marsh

	UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false.

Change 3518054 by Ben.Marsh

	UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard.

Change 3524496 by Ben.Marsh

	Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core.

Change 3524641 by Ben.Marsh

	Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc.

Change 3528723 by Steve.Robb

	MoveTemp now static asserts if passed a const reference or rvalue.
	MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious.
	Fixes to violations of these new rules.

Change 3528876 by Ben.Marsh

	Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste.

Change 3529073 by Ben.Marsh

	Add script to package ShooterGame for any platforms.

Change 3531493 by Ben.Marsh

	Update platform-specific plugins to declare the target platforms they support.

Change 3531611 by Ben.Marsh

	UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates.

Change 3531868 by Ben.Marsh

	Resaving project descriptors to remove invalid fields.

Change 3531983 by Ben.Marsh

	UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders.

	* Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer.
	* Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type)
	* Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo"))
	* An error is output if any restricted folder names other than the output platform are in the staged output.

Change 3540315 by Ben.Marsh

	UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers.

Change 3542410 by Ben.Marsh

	UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already.

Change 3543018 by Ben.Marsh

	UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions.

Change 3544371 by Steve.Robb

	Fixes to TSet_Add and TMap_Add BPs.

	#jira UE-47441

[CL 3548391 by Ben Marsh in Main branch]
2017-07-21 12:42:36 -04:00
Ben Marsh
7c77078af1 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728)
#lockdown Nick.Penwarden

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

Change 3315219 on 2017/02/21 by Steve.Robb

	Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr.

Change 3315285 on 2017/02/21 by Steve.Robb

	Explicitly pass string builder into code generation functions.

Change 3315341 on 2017/02/21 by Ben.Marsh

	UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines.

Change 3315350 on 2017/02/21 by Ben.Marsh

	Fix shared resource files not being rebuilt if the version header changes.

Change 3315823 on 2017/02/21 by Ben.Marsh

	UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class.

Change 3315826 on 2017/02/21 by Ben.Marsh

	UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts.

Change 3315857 on 2017/02/21 by Ben.Marsh

	UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects.

Change 3315942 on 2017/02/21 by Ben.Marsh

	UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere.

Change 3316236 on 2017/02/22 by Maciej.Mroz

	#jira UE-42045

	Nativization
	Fixed Warning: TEnumAsByte is not intended for use with enum

Change 3316253 on 2017/02/22 by Robert.Manuszewski

	Fixes for the async log file writer hangs and crashes.

	- potential fix for the logging system hang when running out of disk space while flushing log
	- fix for unexpected concurrency assert when flushing the log buffer to disk

Change 3316293 on 2017/02/22 by Steve.Robb

	GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple.

Change 3316342 on 2017/02/22 by Maciej.Mroz

	Nativization: Wrappers (stubs) required only by other wrappers are properly generated.

	#codereview: Mike.Beach

Change 3316344 on 2017/02/22 by Maciej.Mroz

	Fixed crash in nativized Odin
	Async loading properly handles nativized structs.

Change 3316359 on 2017/02/22 by Steve.Robb

	GitHub #3287 : Ignore #pragma in USTRUCTs

	#jira UE-42248

Change 3316389 on 2017/02/22 by Matthew.Griffin

	Switched Installed Engine Filters to multiline properties to make them more readable
	Added Oodle to list of excluded plugins
	#jira UE-42030

Change 3316392 on 2017/02/22 by Ben.Marsh

	UBT: Split out FileReference/DirectoryReference classes into their own file.

Change 3316394 on 2017/02/22 by Ben.Marsh

	UBT: Move FileReference/DirectoryReference extension methods into the appropriate file.

Change 3316411 on 2017/02/22 by Ben.Marsh

	UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code.

Change 3316446 on 2017/02/22 by Ben.Marsh

	UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging.

Change 3316575 on 2017/02/22 by Ben.Marsh

	UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup.

Change 3318481 on 2017/02/22 by Steve.Robb

	Use of FMath::IsPowerOfTwo in check.
	Static assert to ensure that an inline set allocator will have a hash size of a power of two.

Change 3318496 on 2017/02/22 by Steve.Robb

	Fix for TSet visualizers.

Change 3318919 on 2017/02/23 by Steve.Robb

	Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them.

	#jira UE-42178

Change 3318942 on 2017/02/23 by Steve.Robb

	Removal of a redundant insertion which can cause problems on reallocation of the map.

Change 3319010 on 2017/02/23 by Ben.Marsh

	UBT: Fix exception when a file that was previously part of the working set is deleted.

Change 3319134 on 2017/02/23 by Robert.Manuszewski

	Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread.

Change 3319249 on 2017/02/23 by Matthew.Griffin

	Added a function to check if running with debug game libs instead of checking command line in multiple places
	Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug'
	Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs
	Removed -Shipping argument from VCProject generation as it's not used anymore

Change 3319253 on 2017/02/23 by Maciej.Mroz

	#jira UE-41846

	New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies.

Change 3319591 on 2017/02/23 by Ben.Marsh

	Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter.

Change 3320357 on 2017/02/23 by Steven.Hutton

	Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons.

Change 3320361 on 2017/02/23 by Steven.Hutton

	Performance improvements subsequent to the recent database changes.

Change 3320446 on 2017/02/23 by Steven.Hutton

	adding my temporary performance tracker class - reports to a private slack channel with add crash performance data.

Change 3320479 on 2017/02/23 by Ben.Marsh

	Fix CIS errors.

Change 3320576 on 2017/02/23 by Jin.Zhang

	Update CrashReporter to use AWS

Change 3320742 on 2017/02/23 by Jin.Zhang

	Merging crash caching

Change 3321119 on 2017/02/24 by Robert.Manuszewski

	DLL injection protection support for non-monolithic builds

Change 3323308 on 2017/02/27 by Matthew.Griffin

	Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future

Change 3323423 on 2017/02/27 by Chad.Garyet

	Adding a script to check and warn about csproj targeted .net versions being mismatched

	#JIRA UE-39624

Change 3323442 on 2017/02/27 by Ben.Marsh

	UBT: Output an error if an engine module references a game module.

Change 3323743 on 2017/02/27 by Ben.Marsh

	PR #3303: Resolved PVS scan issues (Contributed by projectgheist)

Change 3323748 on 2017/02/27 by Ben.Marsh

	Convert whitespace to tabs.

Change 3324851 on 2017/02/28 by Chris.Wood

	Add Odin symbol locations to engine config for MDD on CR server.

	NotForLicensees

Change 3324979 on 2017/02/28 by Gil.Gribb

	Fixed bad merge of priority change in the EDL.

Change 3326889 on 2017/03/01 by Steven.Hutton

	Update to buggs controller to generate faster queries.

Change 3326910 on 2017/03/01 by Robert.Manuszewski

	Removing legacy #if from PackageFileSummary.

Change 3327118 on 2017/03/01 by Gil.Gribb

	UE4 - Fixed race that resulted in a memory leak when reading compressed paks.

Change 3327633 on 2017/03/01 by Gil.Gribb

	UE4 - Added a cvar to control the pak precacher thottle.

Change 3327674 on 2017/03/01 by Steve.Robb

	Unified boilerplate between all generated code files.

Change 3328544 on 2017/03/01 by Chris.Wood

	CrashReportProcess.config update (CRP v1.2.17)

	Tweaks to a few values.
	Update website URL to explicitly point to old, non-cloud site on devweb-02.

Change 3328714 on 2017/03/01 by Chris.Wood

	Correct CRP config regression. Point website at new cloud site. Still v1.2.17

Change 3329192 on 2017/03/02 by Matthew.Griffin

	Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build

Change 3329285 on 2017/03/02 by Ben.Marsh

	UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired.

Change 3330636 on 2017/03/02 by Ben.Marsh

	UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files.

Change 3331262 on 2017/03/03 by Robert.Manuszewski

	Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements)

	- Improved GC multithreading
	- Improved BeginDestroy performance
	- Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled)
	- A few improvements to AddReferencedObjects functions
	- Misc improvements to GC code
	- Garbage Collector now properly handles clusters which had their objects marked as pending kill
	- Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled)

Change 3331285 on 2017/03/03 by Robert.Manuszewski

	A few fixes for the previous check-in.

Change 3332001 on 2017/03/03 by Ben.Marsh

	UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file.

Change 3332022 on 2017/03/03 by Ben.Marsh

	Update documentation for where to find the BuildConfiguration settings.

Change 3332031 on 2017/03/03 by Ben.Marsh

	Remove documentation for Windows XP support; it has been removed in the 4.16 release.

Change 3332256 on 2017/03/03 by Ben.Marsh

	UBT: Add support for generating a UDN page containing module and target settings.

Change 3332458 on 2017/03/03 by Ben.Marsh

	UBT: Improvements to generated documentation.

Change 3332459 on 2017/03/03 by Ben.Marsh

	Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files.

Change 3332460 on 2017/03/03 by Ben.Marsh

	UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs.

Change 3332899 on 2017/03/06 by Robert.Manuszewski

	Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor)

	#jira UE-42548

Change 3332955 on 2017/03/06 by Maciej.Mroz

	Nativization distinguishes client and server platform:
	- Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config)
	- Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct.
	- Wrappers (for unconverted BPs) are created only when they are directly called.

	- Fortnite dedicated server can be nativized

Change 3332990 on 2017/03/06 by Ben.Marsh

	UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference.

Change 3333032 on 2017/03/06 by Ben.Marsh

	Documentation for build tools

Change 3333037 on 2017/03/06 by Ben.Marsh

	Add a build step to extract UAT and UBT documentation from XML comments.

Change 3333089 on 2017/03/06 by Ben.Marsh

	UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first.

Change 3333651 on 2017/03/06 by Gil.Gribb

	UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only.

Change 3335236 on 2017/03/07 by Ben.Marsh

	UGS: Set the sync changelist separately to the compatibility changelist.

Change 3335261 on 2017/03/07 by Gil.Gribb

	UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands.

Change 3335740 on 2017/03/07 by Gil.Gribb

	maybe fix static analysis warning

Change 3335945 on 2017/03/07 by Steve.Robb

	Move FFindInstancedReferenceSubobjectHelper code out of header.
	Add map/set property support to allow instanced members of these container types to be handled during CPFUO.

	https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html

Change 3336693 on 2017/03/07 by Ben.Marsh

	UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs.

Change 3336694 on 2017/03/07 by Steve.Robb

	Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash.
	Fixes to types which relied on implicit conversions when calling GetTypeHash.
	Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail.

	#jira UE-42441

Change 3336698 on 2017/03/07 by Steve.Robb

	Hardcoded endpoint handling replaced with a generic string.
	Obsolete .proto and .java code generation removed.

Change 3336811 on 2017/03/07 by Wes.Hunt

	Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning.

Change 3336973 on 2017/03/08 by Steve.Robb

	Fix for missing GetTypeHash in a plugin.

Change 3336996 on 2017/03/08 by Steve.Robb

	Significant refactor of code generation, to try and make data flow more apparent.

Change 3337571 on 2017/03/08 by Steve.Robb

	CIS fixes for missing GetTypeHash functions.
	Non-unity fix.

Change 3337588 on 2017/03/08 by Gil.Gribb

	UE4 - Fixed obscure check with flushing rhi resources.

Change 3337620 on 2017/03/08 by Steve.Robb

	WITH_HOT_RELOAD_CTORS macros removed.
	UseVTableConstructors config option removed.

Change 3339369 on 2017/03/09 by Steve.Robb

	GetTypeHash overload for nn::account::Uid.

Change 3339464 on 2017/03/09 by Daniel.Lamb

	Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages.
	#jira UE-42583
	#test Editor + Cook + Run shootergame

Change 3339465 on 2017/03/09 by Maciej.Mroz

	Fixed serialization issue, after UserDefinedEnum was used in EnumProperty.

Change 3339469 on 2017/03/09 by Maciej.Mroz

	Fixed Nativization problem, when default value is passed as non-const reference.

Change 3340178 on 2017/03/09 by Daniel.Lamb

	Added support for in memory only packages.  The Cooker ignores these and added core functions to recognize these packages.
	Other systems will need to add support where nessisary.

Change 3341002 on 2017/03/10 by Maciej.Mroz

	Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included.

Change 3341076 on 2017/03/10 by Steve.Robb

	Fix for FBakedTextureSourceInfo move semantics.

	#jira UE-42658

Change 3341160 on 2017/03/10 by Gil.Gribb

	UE4 - Fix hazard with SetMaterialUsage from a thread.

Change 3341409 on 2017/03/10 by Steve.Robb

	Reduction of the generated code size for StaticRegisterNatives functions.

Change 3341523 on 2017/03/10 by Steve.Robb

	Code generation simplified.

Change 3341800 on 2017/03/10 by Ben.Marsh

	UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it.

Change 3342034 on 2017/03/10 by Ben.Marsh

	Fix compiler setting not being loaded correctly into the Windows target settings dialog.

	#jira UE-42746

Change 3342041 on 2017/03/10 by Ben.Marsh

	Fix -ErrorOnEngineContentUse not being set in the cooker options correctly.

Change 3342094 on 2017/03/10 by Steve.Robb

	Fix to deteministic name order during code generation.

Change 3342251 on 2017/03/10 by Daniel.Lamb

	Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages.
	#thanks Tim.Hagberg

	#test None

Change 3342961 on 2017/03/13 by Robert.Manuszewski

	Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed.

	#jira FORT-38977

Change 3343022 on 2017/03/13 by Steve.Robb

	GetTypeHash fixes for FUniqueNetIdLive.

	#jira UE-42788

Change 3343448 on 2017/03/13 by Steve.Robb

	Compiled-in defer object order fixed.
	Debuggability of the deferred registration map improved.

	#jira UE-42828

[CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
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
3e80336791 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3092544)
#lockdown Nick.Penwarden
#rb none

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

Change 3079316 on 2016/08/05 by Ben.Marsh

	Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header.

Change 3080579 on 2016/08/08 by Ben.Marsh

	Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h.

Change 3080587 on 2016/08/08 by Ben.Marsh

	StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h.

Change 3080789 on 2016/08/08 by Ben.Marsh

	Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them.

Change 3080815 on 2016/08/08 by Ben.Marsh

	BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information.

Change 3081374 on 2016/08/08 by Ben.Marsh

	UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment.

Change 3083152 on 2016/08/09 by Ben.Marsh

	PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous)

Change 3084039 on 2016/08/10 by Ben.Marsh

	BuildGraph: Add additional markup for parameter attributes. Also improve some documation.

Change 3084240 on 2016/08/10 by Ben.Marsh

	Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times.

Change 3084337 on 2016/08/10 by Ben.Marsh

	UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense.

Change 3085594 on 2016/08/11 by Ben.Marsh

	Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now.

Change 3085999 on 2016/08/11 by Ben.Marsh

	Add some missing #pragma once directives.

Change 3086146 on 2016/08/11 by Ben.Marsh

	Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file.

Change 3086172 on 2016/08/11 by Ben.Marsh

	Fixup some C-style header guards to use #pragma once instead.

Change 3087289 on 2016/08/12 by Ben.Marsh

	Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files)

Change 3087310 on 2016/08/12 by Ben.Marsh

	Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module.

Change 3087341 on 2016/08/12 by Ben.Marsh

	UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included.

Change 3087457 on 2016/08/12 by Ben.Marsh

	Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h).

Change 3088407 on 2016/08/13 by Ben.Marsh

	Replace use of Windows SIZE_T define with the regular C++ size_t.

Change 3088416 on 2016/08/13 by Ben.Marsh

	Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything.

	Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH.

	Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included.

Change 3088544 on 2016/08/14 by Ben.Marsh

	Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it.

Change 3088552 on 2016/08/14 by Ben.Marsh

	Fix compile errors for some modules that don't already include CoreUObject.h.

Change 3088925 on 2016/08/15 by Ben.Marsh

	Remove circular include dependencies from VulkanRHI.

Change 3088926 on 2016/08/15 by Ben.Marsh

	Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead.

Change 3088930 on 2016/08/15 by Ben.Marsh

	Remove circular include dependency from PhysX.

Change 3088935 on 2016/08/15 by Ben.Marsh

	OnlineSubsystemUtils: Move CPP files out of public header directory.

Change 3088965 on 2016/08/15 by Ben.Marsh

	Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules.

Change 3088966 on 2016/08/15 by Ben.Marsh

	Engine: Move CPP files out of public header directories.

Change 3089520 on 2016/08/15 by Ben.Marsh

	BuildGraph: Change documentation command to output markdown.

Change 3090299 on 2016/08/16 by Ben.Marsh

	D3D12RHI: Move around some implementations to fix circular header dependencies which are masked by delayed template instantiation.

Change 3090303 on 2016/08/16 by Ben.Marsh

	Engine: Add a template specialization for TPointerIsConvertibleFromTo<AActor, const volatile UObject> to fix dependency on complete AActor definition for static assert in TWeakPointer<AActor>, which only appears if including Level.h without Actor.h. Delayed template instantiation usually masks this issue.

Change 3091861 on 2016/08/17 by Ben.Marsh

	Remove circular header dependencies, and fix ambiguous include paths in OSVR.

Change 3092068 on 2016/08/17 by Ben.Marsh

	Moving VulkanDynamicRHI into its own header.

Change 3093133 on 2016/08/18 by Ben.Marsh

	EC: Include additional context lines for Clang errors.

Change 3093147 on 2016/08/18 by Ben.Marsh

	UBT: Add an error message when attempting to do a single-file compile with the wrong target selected.

Change 3093228 on 2016/08/18 by Ben.Marsh

	Remove redundant setting for remote server name from XML config, and set it to a valid machine in the engine config.

[CL 3093264 by Ben Marsh in Main branch]
2016-08-18 10:28:43 -04:00
Ben Marsh
5fc947ac7e Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3020969)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2986511 on 2016/05/23 by Ben.Marsh

	UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in.

Change 2993274 on 2016/05/27 by Ben.Marsh

	Fix UGS enumerating deleted .target.cs files when trying to detect editor target name.

Change 2994265 on 2016/05/31 by Ben.Marsh

	Add info about setting up CIS integration and zipped editor builds in UGS.

Change 2994275 on 2016/05/31 by Ben.Marsh

	PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans)

Change 2994287 on 2016/05/31 by Ben.Marsh

	UnrealGameSync: Add information about how UGS self-patches and updates.

Change 2996928 on 2016/06/01 by Ben.Marsh

	UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet.

Change 2997619 on 2016/06/02 by Ben.Marsh

	UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file.

Change 2999769 on 2016/06/03 by Ben.Marsh

	UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not.

Change 3004879 on 2016/06/07 by Ben.Marsh

	Remove copy of AWSSDK in NotForLicensees folder.

Change 3004902 on 2016/06/07 by Ben.Marsh

	UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder.

Change 3005892 on 2016/06/08 by Ben.Marsh

	Add the GitHub promotion to the UE4 binary release build.

Change 3016241 on 2016/06/16 by Ben.Marsh

	UGS: Always sync version files at the same changelist as everything else (rather than head revision)

Change 3016446 on 2016/06/16 by Ben.Marsh

	PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist)

Change 3016472 on 2016/06/16 by Ben.Marsh

	PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot)

Change 3017694 on 2016/06/17 by Ben.Marsh

	EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments.

Change 3017695 on 2016/06/17 by Ben.Marsh

	UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders.

	#jira UE-24271

Change 3017698 on 2016/06/17 by Ben.Marsh

	Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types).

	#jira UEB-664

Change 3017701 on 2016/06/17 by Ben.Marsh

	BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node.

	Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read.

	All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency.

Change 3017714 on 2016/06/17 by Ben.Marsh

	BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task).

Change 3018007 on 2016/06/17 by Ben.Marsh

	UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt.

	#jira UE-28761

Change 3018322 on 2016/06/17 by Ben.Marsh

	PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti)

Change 3018365 on 2016/06/17 by Ben.Marsh

	Misc: Fixes for warnings compiling ShaderCompileWorker on Clang

Change 3018397 on 2016/06/17 by Ben.Marsh

	UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT

Change 3019421 on 2016/06/20 by Ben.Marsh

	Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead.

Change 3019423 on 2016/06/20 by Ben.Marsh

	PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti)

Change 3020377 on 2016/06/20 by Ben.Marsh

	UBT: Fix strings not being escaped before writing to JSON files.

Change 3020378 on 2016/06/20 by Ben.Marsh

	UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list.

Change 3020966 on 2016/06/21 by Ben.Marsh

	EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main.

#rb none
#lockdown Nick.Penwarden

[CL 3020980 by Ben Marsh in Main branch]
2016-06-21 09:17:49 -04:00
Ben Marsh
273dfca9b8 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2972140)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2959679 on 2016/04/28 by Ben.Marsh

	UGS: Show the original author for changes with a #ROBOMERGE-AUTHOR tag.

Change 2959695 on 2016/04/28 by Ben.Marsh

	UGS: Only filter out changes from by buildmachine that contain the string "CIS Counter".

Change 2960798 on 2016/04/29 by Ben.Marsh

	Remove C++ version of ParallelExecutor. Now implemented in C# as part of UAT.

Change 2960928 on 2016/04/29 by Ben.Marsh

	UGS: Change filter for buildmachine changes to only include rebuilt lightmaps.

Change 2963214 on 2016/05/02 by Ben.Marsh

	BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running.

Change 2964454 on 2016/05/03 by Ben.Marsh

	Change PostBuildInfoTool to PostBadgeStatus, and add position-independent argument parsing.

Change 2964533 on 2016/05/03 by Ben.Marsh

	BuildGraph: Add the ability to generate summary badges from BuildGraph scripts, which can be pushed into a separate database for consumption by UGS.

Change 2964852 on 2016/05/03 by Ben.Marsh

	BuildGraph: Add a task which can submit a set of files to Perforce, optionally creating and using a different workspace to do so.

Change 2966856 on 2016/05/04 by Ben.Marsh

	EC: Allow specifying a filter for the changes considered when looking for the most recent change. Allows filtering out content changes for UGS builds, code-only builds, etc...

Change 2966867 on 2016/05/04 by Ben.Marsh

	EC: Restore code to always set time in CIS state; we never want large builds to trigger off their defined interval.

Change 2967504 on 2016/05/05 by Ben.Marsh

	UAT: Make sure the intermediate directory exists before writing out the list of changes in StreamCopyDescription.

Change 2967778 on 2016/05/05 by Ben.Marsh

	UAT: Detect the P4 environment by querying Perforce for the setting of P4PORT, rather than assuming it's set in an environment variable. Windows stores this setting in the registry rather than the environment, but it's also valid to be set via P4CONFIG.

Change 2967815 on 2016/05/05 by Ben.Marsh

	EC: Copy the initial resource pool setting from the stream settings into an EC property

Change 2967873 on 2016/05/05 by Ben.Marsh

	EC: Allow stream settings to be stored directly in /GUBP_V5/Streams/ rather than having to be in a child property sheet.

Change 2969294 on 2016/05/06 by Ben.Marsh

	EC: Extend ConformResources command to allow updating the pools that resources are assigned to, and to limit the number of machines which are syncing at once. Also added new EC procedure to allow specifying these arguments.

Change 2969371 on 2016/05/06 by Ben.Marsh

	EC: Allow overriding the stream and workspace identifier synced by the builders. Overriding the stream allows syncing a narrower view of files (eg. Dev-Main vs Main), and overriding the workspace identifier allows sharing a workspace between two streams.

Change 2970623 on 2016/05/09 by Ben.Marsh

	UAT: Prevent Ctrl-C handler delegate from being garbage collected and failing to be triggered.

Change 2970627 on 2016/05/09 by Ben.Marsh

	UAT: Don't limit the list of valid target platforms specified on the command line to just those that we have initialized. Ignoring the platform if the SDK is not installed is never what the user wants.

Change 2972140 on 2016/05/10 by Ben.Marsh

	Change 'Engine, Tools and Monolithics' to include QAGame and Template editors, but exclude everything downstream of a trigger.

#lockdown Nick.Penwarden

[CL 2972146 by Ben Marsh in Main branch]
2016-05-10 08:49:41 -04:00