Commit Graph

36 Commits

Author SHA1 Message Date
Peter Sauerbrei
e00047357e another fix for the target platforms being added when they shouldn't
#ue4

[CL 2242506 by Peter Sauerbrei in Main branch]
2014-08-04 10:54:27 -04:00
Peter Sauerbrei
51fa18631b addition of errors to Launch On, Package, and Cook analytics
TTP341794
#ue4
#analytics

[CL 2240496 by Peter Sauerbrei in Main branch]
2014-08-01 20:30:13 -04:00
Peter Sauerbrei
71ec8f38ee fix for target dlls not being built as part of a github build when the SDK is not installed
#ue4
#platform

[CL 2238861 by Peter Sauerbrei in Main branch]
2014-07-31 16:53:59 -04:00
Peter Sauerbrei
596775cfc8 fix for parsing platform SDK validity on Mac
#ue4
#mac

[CL 2238715 by Peter Sauerbrei in Main branch]
2014-07-31 15:44:52 -04:00
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
Peter Sauerbrei
9ee709e618 switch back to not having the platform DLLs always there for IOS, Android, and HTML5
[CL 2237826 by Peter Sauerbrei in Main branch]
2014-07-30 21:41:32 -04:00
Marcus Wassmer
be9c831423 Make AutoSDK failures warnings in the cooker so-as not to fail unrelated cooking.
#lockdown Peter.Sauerbrei

[CL 2231698 by Marcus Wassmer in Main branch]
2014-07-25 12:09:27 -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
James Moran
28f068d6ef Platform target dlls for iOS and Android are always built for Editor & Program builds.
ttp 3414656
#codereview Peter.Sauerbrei

[CL 2228537 by James Moran in Main branch]
2014-07-23 11:05:18 -04:00
Dmitry Rekman
fdc1ac6dae Fix Linux editor build.
[CL 2227748 by Dmitry Rekman in Main branch]
2014-07-22 18:48:48 -04:00
Peter Sauerbrei
7c07dd3526 better default implementation for IsReadyToBuld
#ue4

[CL 2227714 by Peter Sauerbrei in Main branch]
2014-07-22 18:28:41 -04:00
Marcus Wassmer
07fd4b83b0 Non monolithic projects will load AutoSDK environment properly.
#codereview Josh.Adams, dmitry.rekman, michael.trepka, ben.marsh

[CL 2227662 by Marcus Wassmer in Main branch]
2014-07-22 17:59:23 -04:00
Peter Sauerbrei
b6b022c89e addition of messaging when iOS cannot package due to missing iTunes, missing signing certificate, or missing mobile provision
TTP166302
part of TTP337760
TTP341402
#ue4
#ios

[CL 2227650 by Peter Sauerbrei in Main branch]
2014-07-22 17:53:31 -04:00
Joe Tidmarsh
d8e906b337 Added compression and sampler types for distance field fonts. Distance field fonts were previously being incorrectly re-linearized in ProcessMaterialColorTextureLookup (MaterialTemplate.usf)
#ttp 315746 - UE4: RENDERING: UE4 - Distance field fonts do not work on mobile / ES2

[CL 2212206 by Joe Tidmarsh in Main branch]
2014-07-14 06:08:01 -04:00
Dmitry Rekman
dbdea559eb [Github] PR 242 (safe changes).
- Code cleanup and minor rearrangement (e.g. variable name changes).
- Additions.
- Case issues fixed.
- Minor fixes (init ordering).

[CL 2172690 by Dmitry Rekman in Main branch]
2014-07-08 00:06:17 -04:00
James Golding
e46a8b545c Make more classes able to be included directly
Rename Engine/Public/Texture.h to TextureResource.h
Move FTextureLODSettings into its own h/cpp files, change includes where relevant
Move FReferenceSkeleton into its own header (inc. FMeshBoneInfo) from SkeletalMeshTypes.h
#codereview roland.caloca

[CL 2137538 by James Golding in Main branch]
2014-07-04 08:02:14 -04:00
Matthew Griffin
7b37c1507d Preventing full data from being cooked in streaming sounds
Added platform feature/property for audio streaming so that it's not used on platforms that don't support it yet
Prevent full data from being cooked if sound is streaming AND streaming is supported on the cooked platform
Prevent streaming chunks from being cooked if cooked platform doesn't support streaming
Prevent the Resource data from being initialized and full data size being added to stats if sound is streaming

[CL 2130171 by Matthew Griffin in Main branch]
2014-07-03 06:07:49 -04:00
Max Preussner
017837289f Modules: Module Manager API cleanup pass
There is now a consistent set of methods for module loading, unloading and lookup that all behave in the same expected way.

- renamed GetModuleInterface to GetModule and made it not assert
- removed GetModuleInterfaceRef
- namespace enums to enum classes, NULL to nullptr
- moved important public methods to the top, so they're easier to discover
- added missing & improved existing documentation
- cleaned up existing use cases

[CL 2109936 by Max Preussner in Main branch]
2014-06-18 19:23:34 -04:00
Ori Cohen
0b8fd4467c Disable PhysX cleaning of mesh for per poly skeletal mesh case.
[CL 2107509 by Ori Cohen in Main branch]
2014-06-16 18:02:40 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Max Preussner
3aece47882 Docs: Removed file comments and added missing code documentation
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time.

Also cleaned up some random stuff along the way:
- relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now)
- header guards are deprecated, use #pragma once instead (all compilers support it now)
- space between multiple template brackets is no longer required (all compilers support >> now)
- NULL to nullptr, OVERRIDE to override
- spelling errors, whitespace, line breaks

[CL 2104067 by Max Preussner in Main branch]
2014-06-12 23:22:18 -04:00
Matthew Griffin
98a1cdce0f Added Structs to store streamed audio chunks for runtime streaming or in DDC.
Followed pattern set out by texture streaming so that each chunk of audio data resides in its own bulkdata struct. It is currently possible to split audio into chunks when SoundWaves are marked for streaming but there is no way of doing this exposed at present.
Changed the parameters of FAudioDevice::GetRuntimeFormat so that the relevant SoundWave must be passed in, to allow for different formats for individual sounds/streaming options.
USoundWave::FreeResources no longer resets the NumChannels as it is unnecessary and causes sounds to be unable to play after the OGG data is flushed when attempting to switch to OPUS.

[CL 2099012 by Matthew Griffin in Main branch]
2014-06-09 11:13:16 -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
Max Preussner
18c542ddff TargetPlatform: Documentation and formatting clean up pass
[CL 2095419 by Max Preussner in Main branch]
2014-06-05 01:23:47 -04:00
Terence Burns
ed12de7f13 Added support to configure which target RHI's we desire on platforms.
User can now select target RHI's for windows under: Edit->Project Preferences->Windows->Targeted RHIs

Split up GetShaderFormats into GetAllPossibleShaderFormats and GetAllTargetedShaderFormats.
D3D11 and D3D10 remain the only two on, by default, for windows.

#ReviewedBy Nick.Penwarden

[CL 2068025 by Terence Burns in Main branch]
2014-05-09 08:51:44 -04:00