#TTP 342902 CRITICAL: Regression: HTML5: Code templates fails to launch
#TTP 342884 CRITICAL: Regression: HTML5: UFE: Fails to cook then gets a mac crash
-fix up html template ( argument ordering )
-don't use pak when packaging for html5
-properly quote pathname with spaces on mac.
-fix linking of plugins on first run of ubt.
#codereview peter.sauerbrei
[CL 2241888 by Ankit Khare in Main branch]
- Adds experimental super-fast C++ outdated file checking
- This feature is turned off for now as we continue to test and improve it
- You can try it out by enabling "bUseExperimentalFastDependencyScan" option in your BuildConfiguration.xml
- Here is the basic idea:
- We no longer exhaustively scan all includes and build up a big graph every invocation
- Instead, source files whose build products are missing have their includes scanned asynchronously while being compiled
- The flat list of dependent includes for every outdated C++ is saved into a new cache file ("FlatCPPIncludes.bin")
- On the next run, we quickly load that up and "just know" which files to check timestamps on to determine what is out of date
- Lots of "@todo fastubt" comments were added to UnrealBuildTool for potential performance optimizations and further improvements on this feature.
UnrealBuildTool: Determination of which modules have UObjects is now faster
- We now cache which modules have UObjects and load those for the next session
UnrealBuildTool: Module "shared" precompiled header determination is now much faster
- We no longer scan all C++ includes for a module to figure out which "shared" PCH to use
- Instead, we use the module dependencies specified in the module's *.Build.cs file
- For example, if your module depends on "Engine" and "UnrealEd", we choose "UnrealEd"'s shared PCH
Other UBT optimizations:
- Reduced calls to string formatting functions when setting up API definitions for all modules
- Added new performance diagnostics when bPrintPerformanceInfo is enabled in BuildConfiguration.xml
- We no longer check for "external" headers when scanning includes (this code didn't work at all)
- Optimized CleanDirectorySeparators() utility function to avoid string copies
Fixed UnrealBuildTool not saving DependencyCache under a platform-named folder
[CL 2238266 by Mike Fricker in Main branch]
#TTP 342328 (HTML5: Packaging Blueprint projects fails)
- A compiler generated file was missing from the manifest, fixed
- clean up - instead of calling static functions, call virtual function on tool chain, move platform specific code to derived tool chains.
#codereview peter.sauerbrei
[CL 2236049 by Ankit Khare in Main branch]
Work around multiple emscripten SDL bugs. fullscreen events are now properly queued on browser fullscreen.
#codereview peter.sauerbrei
[CL 2213816 by Ankit Khare in Main branch]
- remove deprecated jcache, and mostly useless -g from the link step.
- add -g2 to preserve function names/ not miniify in development builds.
[CL 2182304 by Ankit Khare in Main branch]
- Install Emscripten SDK > 1.16
- Setup system wide enviorment variable EMSCRIPTEN. ( http://stackoverflow.com/questions/135688/setting-environment-variables-in-os-x )
- Build HTML5 using Build.sh from command line.
@todo : Figure out whether to support cooking if SDK is not installed on host platform.
[CL 2057945 by Ankit Khare in Main branch]
#HTML5
Integerate GDC Changes into main. tested w/ QAGame, Soul and the moz custom built firefox.
- resizable HTML5 canvas.
- fix mouse coordinates for html5
- depth fade using alpha ( @todo - use real webgl depth textures )
- fix landscape rendering. ( bgra is not supported on webgl )
- expose a console command handler to javascript. ( used while reszing )
- update html5 .html5 game template.
#codereview peter.sauerbrei
[CL 2039842 by Ankit Khare in Main branch]