Commit Graph

50 Commits

Author SHA1 Message Date
Bob Tellez
ad8874b794 [AUTOMERGE]
Creating an app bundle when archiving for mac is now optional.

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2637748 by Bob.Tellez on 2015/07/29 17:46:21.

[CL 2637750 by Bob Tellez in Main branch]
2015-07-29 17:47:13 -04:00
Peter Sauerbrei
1c817c4f7f UE-19136 - fix for trying to sign a mac build when staging on PC
#uat

[CL 2633862 by Peter Sauerbrei in Main branch]
2015-07-27 10:52:52 -04:00
Michael Trepka
d7c5e90831 Merging CL 2632258 - Mac codesign fixes
[CL 2632260 by Michael Trepka in Main branch]
2015-07-24 10:59:55 -04:00
Ben Marsh
dd08437233 Rename BuildReceipt to TargetReceipt, to clarify its purpose.
[CL 2629145 by Ben Marsh in Main branch]
2015-07-22 13:10:12 -04:00
Peter Sauerbrei
5cee0d063a UE-18919 - fix for signing issues on Mac
#uat

[CL 2627724 by Peter Sauerbrei in Main branch]
2015-07-21 13:42:15 -04:00
Peter Sauerbrei
e8d08e52fd UEB-117 - Move secure signing to the platforms
#codereview ben.marsh

[CL 2616956 by Peter Sauerbrei in Main branch]
2015-07-10 14:06:52 -04:00
Wes Hunt
7fa290bb33 Summary: running UAT from VS is simpler and faster.
UEB-261 - Ensure that compiling AutomationTool in VS will compile all other Automation Projects
* Just set AutomationTool as your startup project and pass the command to execute.
* VS will build the script modules at build time, instead of every time at runtime.
* To make this happen, "UBT.exe -ProjectFiles" now generates a companion AutomationTool.csproj.References that make AutomationTool depend on all Automation modules.
* AutomationTool.exe defaults to not building script modules at runtime. Pass -compile if you want to dynamically build them.
* Without the .references file, AutomationTool will only build itself and you will need to pass -compile.
* RunUAT.bat still works that same, defaulting to runtime compilation and supporting -nocompile flag. It then passes -compile (or nothing) to AutomationTool.

Other
* All Automation projects target .Net 4.5. Some already were and had hard dependencies on them (Rocket and SyncGithub -> Octokit). Now that AutomationTool directly depends on them, everything had to use .Net 4.5.
* Decoupled logic for -NoCompile and -NoCompileEditor. The flags are still confusing, but -NoCompile is no longer linked to -NoCompileEditor.
* Had to leave in stub support in UAT for -NoCompile else RunUAT.bat passes it along and UAT complains that it doesn't understand it.
* Added a CommandUtils.Run option to support run command, but still output the run duration.
* Reduced the verbosity when UAT.proj is run from dozens of lines per module to a single Module -> Output line. It was looking like there were problems, but it was just msbuild spew.
#codereview:ben.marsh

[CL 2615060 by Wes Hunt in Main branch]
2015-07-09 10:15:37 -04:00
Wes Hunt
506f7e64a4 UEB-260 - Break AutomationTool into AutomationUtils that all automation projects depend on, and AutomationTool, which essentially only contains the startup code.
* Remove ErrorReporter.Error, replace with AutomationException with Error Code.
* Move ErrorCodes to AutomationException.
* Don't return exit codes. Solely rely on exceptions to propagate exit codes.
* Remove MainProc delegate
* Remove setting of Environment.ExitCode as it is ignored when main returns an int.
* ShutdownLogging is nothrow, as all exceptions would be ignored anyway.
* Wrap all shutdown steps so further ones get a chance to run.
* Move HostPlatform.Initialize into the global try/catch block
#codereview:ben.marsh

[CL 2605826 by Wes Hunt in Main branch]
2015-06-30 11:40:05 -04:00
Michael Trepka
cb5e87e582 Copy version number and copyright text from game's Info.plist when staging Mac bootstrap app
[CL 2602851 by Michael Trepka in Main branch]
2015-06-26 16:11:58 -04:00
Michael Trepka
39d39d44df Always create both GameName/Binaries/Mac and Engine/Binaries/Mac when packaging a Mac game
[CL 2602737 by Michael Trepka in Main branch]
2015-06-26 15:17:37 -04:00
Michael Trepka
6546bde187 Do not stage UE4CommandLine.txt on Mac
[CL 2602656 by Michael Trepka in Main branch]
2015-06-26 14:36:25 -04:00
Michael Trepka
ff6db197ec Added staging of bootstrap app on Mac
#codereview Josh.Adams

[CL 2601183 by Michael Trepka in Main branch]
2015-06-25 16:18:50 -04:00
Michael Trepka
e7e00ade04 Mac staging fixes
[CL 2585798 by Michael Trepka in Main branch]
2015-06-12 11:26:33 -04:00
Josh Adams
9fd07ce722 - Made some changes to allow receipt based packaging to work with the Desktop platform. One hacky bit remains that I have entered a JIRA for [UE-14120]
#codereview ben.marsh

[CL 2519643 by Josh Adams in Main branch]
2015-04-21 14:25:42 -04:00
Eric Newman
b136bcabca Looking into alternate solutions for mac packaging
Back out changelist 2514643

[CL 2514693 by Eric Newman in Main branch]
2015-04-16 14:27:20 -04:00
Eric Newman
052a09e093 Mac packaging no longer moves and renames the primary .app to the top level
OPP-2548
Merging //depot/UE4-Fortnite/Engine/Source/Programs/AutomationTool/Mac/MacPlatform.Automation.cs to //depot/UE4/Engine/Source/Programs/AutomationTool/Mac/MacPlatform.Automation.cs
#codereview michael.trepka,josh.adams

[CL 2514643 by Eric Newman in Main branch]
2015-04-16 14:03:54 -04:00
Josh Adams
86f2e08a55 - Added support for DesktopPlatform to package content and executables together (editor's File | Package)
- This is a first pass
  - Mac uses data outside the .app so that there's only one copy of the content. This should get a bootstrap executable like Windows has
  - Only tested on Mac so far, although it doesn't handle D3D11 shaders, or some of the icon updating for the bootstrap working
- Added Desktop platform icons

[CL 2505866 by Josh Adams in Main branch]
2015-04-08 16:59:20 -04:00
Peter Knepley
341828cb71 Merging 2501807 mac staging fixes
//depot/UE4-UT/...

to //depot/UE4/...

[CL 2501817 by Peter Knepley in Main branch]
2015-04-03 18:35:07 -04:00
Peter Knepley
3df60455a8 Merging
//depot/UE4-UT/...

to //depot/UE4/...

[CL 2501519 by Peter Knepley in Main branch]
2015-04-03 15:34:59 -04:00
Peter Knepley
d83e3a2129 Merging CL 2495959
//depot/UE4-UT/...

to //depot/UE4/...

[CL 2495967 by Peter Knepley in Main branch]
2015-03-30 14:45:04 -04:00
Todd Eckert
79e183780f Merging Dev->Main up to CL#2479653 using UE4-Fortnite-To-UE4.
*because of tons of changes, I will supply the changelists in the email because it was too large for this checkin*

[CL 2483008 by Todd Eckert in Main branch]
2015-03-18 10:12:32 -04:00
Michael Trepka
693bdb1b6a Stage Mac Steam lib when packaging a game that uses it
[CL 2480268 by Michael Trepka in Main branch]
2015-03-16 12:46:31 -04:00
Matthew Griffin
d44418207a [INTEGRATE] Change 2449448 by Ben.Marsh@Ben.Marsh_T3245_Clean on 2015/02/17 19:00:41
Conditionally stage CEF3 for Mac too. (UE-9983)

[CL 2450042 by Matthew Griffin in Main branch]
2015-02-18 09:19:43 -05:00
Terence Burns
6f98decbcd UE-8433
Added an error code for missing ue4game binaries when packaging a non code project.
Added a check in main frame actions to determine whether we display a dialog with the error message in it.

Fix for incorrect IOS stub path being logged
Fix for incorrect Android apk path being generated for non ue4game renames in ::GetFinalApkName

[CL 2427458 by Terence Burns in Main branch]
2015-02-01 12:33:30 -05:00
Michael Trepka
6554b3b486 Support for using CEF framwork in packaged games (changed CEF3 target to use framework in Binaries/ThirdParty, removed extra copy in Source/ThirdParty, switched the framework and libs to use rpaths instead of hardcoded path). Re-enabled UE4Game dependency on WebBroswer module in Rocket on Mac.
#codereview Ben.Marsh, Matthew.Griffin

[CL 2415823 by Michael Trepka in Main branch]
2015-01-22 16:20:44 -05:00