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]
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]
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]
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]
- 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]
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]
* 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]