Commit Graph

18 Commits

Author SHA1 Message Date
Peter Sauerbrei
f93df48f74 add support for detecting installed SDKs at editor start up
add support for showing the various platforms in different menus whether they are properly installed or not
update FPlatformInfo to include information about SDK status, whether or not the platform should be shown on a particular executing platform (Win, Mac, Linux), and whether or not the platform should be shown as part of the binary distribution
fixed platform target modules for IOS, Android, and HTML5 for binary release
TTP341656, TTP342449, TTP342631
#ue4
#platforms

[CL 2238535 by Peter Sauerbrei in Main branch]
2014-07-31 13:31:22 -04:00
Marcus Wassmer
6848c3405d Avoid an AutoSDK dependency on ITargetPlatformBase
#codereview peter.sauerbrei, josh.adams

[CL 2229039 by Marcus Wassmer in Main branch]
2014-07-23 17:11:42 -04:00
Ben Marsh
3bac51e396 Provide a proper error message if a file cannot be deleted during project upgrade, and fix offering to checkout the project file if necessary.
[CL 2227462 by Ben Marsh in Main branch]
2014-07-22 15:58:02 -04:00
Jamie Dale
0da4c45a14 The editor now sends a Machine ID and the last used Epic Account ID when started
TTP# 337511 - ANALYTICS: Store Epic Account ID and Machine Unique GUIDs on Users Machine. Send with Every Event.

This works differently to what the TTP originally asked for, but I've checked with MaxP/MattK/WesH and we're okay with the way this works, as it avoids an annoyingly tight dependency between the analytics and the editor.

On the request of MattK, I also changed FPlatformMisc::GetRegistryString to be FPlatformMisc::GetStoredValue and added a corresponding FPlatformMisc::SetStoredValue. These will store generic key->value pairs using a platform specific store (the registry on Windows, and an INI file on other platforms).

DesktopPlatform uses these to provide access to the Machine ID and Epic Account ID (the Epic Account ID is set when the user logs into the Launcher).

The Editor sends an "Editor.ProgramStarted" event containing this data. This can then be tied to the current analytics session via the analytics session ID.

Tested on Windows and OS X.

ReviewedBy Thomas.Sarkanen, Max.Preussner

[CL 2113818 by Jamie Dale in Main branch]
2014-06-23 05:11:34 -04:00
Ben Marsh
dbe3af585d Add a function to open a project file using the shell. Always opens as an Unreal.ProjectFile, preventing the user's default program selection from overriding it.
#codereview Nicholas.Davies

[CL 2109482 by Ben Marsh in Main branch]
2014-06-18 13:42:01 -04:00
Matt Kuhlenschmidt
cb140c07dc Merged GitHub pull request #202 to main.
refactored tga code to allows use outside of EditorFactories.cpp
added support for grayscale jpeg
fix memory leak in jpeg code
changes in AssetTools to allow to specify precise factory when multiple factories support the same filetype
changes in Plugin.cs to allow binary only plugins
exposed parts of engine API to other modules

[CL 2108453 by Matt Kuhlenschmidt in Main branch]
2014-06-17 16:16:40 -04:00
Jamie Dale
0cfe5f0651 Added PlatformInfo to DesktopPlatform and improved the editors Supported Platform UI
TTP# 337136 - SETTINGS: Target Platform settings polish
TTP# 337652 - EDITOR: Limit Project supported Android icons down to 1
TTP# 337650 - EDITOR: There is only 1 icon for Apple for Project Supported Platforms

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

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

ReviewedBy Thomas.Sarkanen, Max.Preussner

[CL 2095796 by Jamie Dale in Main branch]
2014-06-05 12:13:44 -04:00
Ben Marsh
2778867d5c Add a utility function for getting an engine's description from its identifier.
[CL 2095104 by Ben Marsh in Main branch]
2014-06-04 19:07:11 -04:00
Ben Marsh
034f01c732 Add a single codepath to enumerate projects for an engine installation, which can be shared with the launcher.
#codereview Nicholas.Davies

[CL 2095028 by Ben Marsh in Main branch]
2014-06-04 18:06:57 -04:00
Ben Marsh
39ddb49221 Clean binaries and intermediates before upgrading projects. Prevents stale build products, and allows detecting missing binaries on startup.
[CL 2073589 by Ben Marsh in Main branch]
2014-05-14 19:11:30 -04:00
Ben Marsh
45ebc11eb9 Add native feedback context for Windows, and use it to display project file generation progress in UnrealVersionSelector. Also generate project files when switching versions.
[CL 2073201 by Ben Marsh in Main branch]
2014-05-14 14:53:19 -04:00
Ben Marsh
5b0771bf78 Improve project discovery in the project browser.
- All projects referenced by .uprojectdirs are included, rather than using a separate hard-coded list of paths.
- Samples installed by the launcher are included.

[CL 2072300 by Ben Marsh in Main branch]
2014-05-13 19:34:00 -04:00
Ben Marsh
6251d1c57e Change project 'upgrades' to be based on the format of the project file and nothing to do with engine version or association, and allow the UpdateGameProject commandlet to always write latest version information to the file.
[CL 2072245 by Ben Marsh in Main branch]
2014-05-13 18:23:53 -04:00
Ben Marsh
4b37f14c76 Incorporate support for non-foreign project handling into scheme used by UnrealVersionSelector et al, and automatically register engine installations whenever necessary.
Whenever a blank engine association is read from a .uproject via GetEngineIdentifierForProject(), it checks up the directory hierarchy for an engine capable of loading it via its .uprojectdirs search directories. If found, it will use that engine's local identifier from the registry, or register it if it doesn't exist.

Setting a project's engine association to an engine which is capable of loading it via it's .uprojectdirs will cause it to write a blank engine association string into the .uproject (and triggering the behaviour above on open).

#codereview Michael.Trepka

[CL 2064463 by Ben Marsh in Main branch]
2014-05-06 10:27:35 -04:00
Max Preussner
c0a2d304b4 fixed UnrealEngineLauncher overwriting local P4 workspace files with files downloaded from the internet if launched through an Editor that was started with -Dev
[CL 2046896 by Max Preussner in Main branch]
2014-04-23 19:02:27 -04:00
Ben Marsh
ec684822c3 Updates to version selector.
* Lots of code moved into IDesktopPlatform for sharing with Launcher and Mac (including setting up file associations, querying project versions, etc...)
* Hack to enumerate all the known launcher engine installations. Does not use registry keys any more. Will probably change to use a list of installations generated by the launcher at some point soon.
* List of registered GitHub builds is stored in HKEY_CURRENT_USER
* Switching engine versions is now done through a dialog rather than through the context menu.
* VersionSelector includes a version number for shell integration, allowing it to defer to an existing installation of the same version if necessary.

#codereview Michael.Trepka

[CL 2045845 by Ben Marsh in Main branch]
2014-04-23 18:46:48 -04:00
Ben Marsh
8835780db3 Move functions for querying engine installations from Core to DesktopPlatform.
[CL 2044626 by Ben Marsh in Main branch]
2014-04-23 18:32:52 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00