Commit Graph

95 Commits

Author SHA1 Message Date
joe kirchoff
68c06bfbcc UnrealBuildTool: Remove VS2019 support
#jira UE-190039

[CL 30943783 by joe kirchoff in ue5-main branch]
2024-01-26 17:21:00 -05:00
josh adams
f5bd6ebe86 - Fixed C# projects from being missing in VSCode projects on Mac/Linux
#rb tim.smith

[CL 27926470 by josh adams in ue5-main branch]
2023-09-15 14:42:22 -04:00
bryan sefcik
6d9b945de1 Updated all of the intellisense data gathering to be done in parallel.
Updated a few project generators to be thread safe.
Fixed an issue where the vproject generation wasn't deterministic.
Updated the project generation to output the total time it took to execute.

Before: 21.62 seconds
After: 17.56 seconds

#jira
#rb joe.kirchoff

[CL 27179702 by bryan sefcik in ue5-main branch]
2023-08-17 14:18:48 -04:00
Ryan Hummer
3ebc0e1bcf Removing mono/xbuild part 1
* Updating references to use dotnet
* Add new RunDotnet scripts
* Removing Mono sh scripts and references to them

#rnx
#jira UE-153293
#rb josh.adams, zack.neyland, brandon.schaefer

[CL 26737744 by Ryan Hummer in ue5-main branch]
2023-08-01 10:02:58 -04:00
joe kirchoff
01a82374aa UnrealBuildTool: Allow configuring toolchain and toolchain version to control what msvc version is used when clang is used to compile
#rb Tim.Smith

[CL 26449366 by joe kirchoff in ue5-main branch]
2023-07-18 17:55:15 -04:00
Josh Adams
b0e29c9e75 - Added basic support for compiling Swift code (not general purpose yet, only the UESwift.swift file in this CL will work for now)
- Added an example SwiftUI view shown on VisionOS, using UIHostingViewController (must be created in Swift, not Obj-C)
- Refactored AppleToolChainSettings and children so AppleToolChain can have a single Swift compile function, and still target the proper toolchain (more cleaning up and pulling into AppleToolChain should now be possible)
#rb joe.kirchoff

[CL 26346396 by Josh Adams in ue5-main branch]
2023-06-30 12:08:50 -04:00
KXOC
1565be65b4 Replace list of quest devices in packaging settings with checkbox to package for all quest devices.
Also updating VRTemplate to create projects with the new settings and removing daydream deploy logic.

#jira UE-183636
#rb jeff.fisher robert.srinivasiah

[CL 25895938 by KXOC in ue5-main branch]
2023-06-09 11:58:31 -04:00
joe kirchoff
acacd6a8de UnrealBuildTool: More automated code cleanup
* Use object type rather than var
* Remove double newlines
* Use pattern matching

#rnx
#preflight 647780095d23eca37d28a387

[CL 25706751 by joe kirchoff in ue5-main branch]
2023-05-31 13:37:21 -04:00
joe kirchoff
acf80ab609 [Backout] - CL25694851
[FYI] Joe.Kirchoff
Original CL Desc
-----------------------------------------------------------------
UnrealBuildTool: More automated code cleanup

#rnx

[CL 25695155 by joe kirchoff in ue5-main branch]
2023-05-30 19:55:37 -04:00
joe kirchoff
7ed1a39679 UnrealBuildTool: More automated code cleanup
#rnx

[CL 25694864 by joe kirchoff in ue5-main branch]
2023-05-30 19:36:05 -04:00
joe kirchoff
c04da27b3b UnrealBuildTool: More automated code cleanup
#rnx
#preflight 64767efb4b1ead7c7f428c7a

[CL 25693857 by joe kirchoff in ue5-main branch]
2023-05-30 18:59:32 -04:00
joe kirchoff
36d266e932 UnrealBuildTool: Automated code cleanup
#rnx
#preflight 6476799e947ff6973c225619

[CL 25693241 by joe kirchoff in ue5-main branch]
2023-05-30 18:38:07 -04:00
joe kirchoff
57a8fe409c UnrealBuildTool: Use expression body for simple properties and accessors
#rnx
#preflight 64766abcfe6a3b258a04cb50

[CL 25691579 by joe kirchoff in ue5-main branch]
2023-05-30 18:01:50 -04:00
joe kirchoff
a53dc3cf98 Prevent fatal error when generating projects if there's an error creating the TargetRules that can be ignored
#rnx
#rb trivial

[CL 25515660 by joe kirchoff in ue5-main branch]
2023-05-17 16:22:48 -04:00
robert millar
16a5091a38 Write tasks and launch configurations to workspace file instead of .vscode directory so users can persist their own files in that directory.
#rb joe.kirchoff

[CL 25460540 by robert millar in ue5-main branch]
2023-05-12 17:40:11 -04:00
robert millar
3bc53dfb24 Remove unnecessary setting from generated workspace file.
#rb none
#jra none

[CL 25454564 by robert millar in ue5-main branch]
2023-05-12 13:34:17 -04:00
robert millar
7d6b167959 Use PrimaryProjectName to name VS Code workspace file.
#rb joe.kirchoff

[CL 24602823 by robert millar in ue5-main branch]
2023-03-10 22:22:51 -05:00
robert millar
ca13a075b7 Use RunUBT batch file instead of Build batch file.
Add default file exclusions to vs code workspace when building for use with extension.

#rb none

[CL 24536036 by robert millar in ue5-main branch]
2023-03-07 00:29:05 -05:00
robert millar
7d0459511f Additional UBT features for supporting a VS Code extension for intellisense.
#rb joe.kirchoff

[CL 24297310 by robert millar in ue5-main branch]
2023-02-17 22:39:26 -05:00
josh adams
1610c3bee3 UnrealArch/UnrealArchitectures changes
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
 - UnrealArch is a single architecture, expandable enum-like struct
 - There is no more concept of "no/default architecture", there is always a valid active architecture when building
 - Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
 - UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
 - UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
 - TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
 - Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)

#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471

[CL 23829977 by josh adams in ue5-main branch]
2023-01-24 09:30:28 -05:00
dapetcu21
dec5b7cf10 PR #9077: Make VSCode .ignore entries absolute (Contributed by dapetcu21)
#preflight 63b4981d43330e63e57f8860

[CL 23569732 by dapetcu21 in ue5-main branch]
2023-01-03 16:07:10 -05:00
Robert Millar
d1ae213d52 Server mode for UBT for use by VS Code extension. Provides compile configuration on demand, responding to commands over stdin in json format.
VS Code project file generator argument to skip compile commands json files.
VS Code project file generator adds VS Code extension id as configuration provider to configurations.
Add optional implementable funcion for toolchains to return the path to default C++ compiler.
Add rootdirectory= argument to provide root directory if UBT is published to a different directory than standard.

#jira none
#preflight 635c08e6052cb0bae6a5371a

[CL 22831178 by Robert Millar in ue5-main branch]
2022-10-28 12:59:39 -04:00
Joe Kirchoff
da7e506b3c UnrealBuildTool: Option to allow using clang linker when using clang compiler
#jira UE-141794
#preflight  632b7b02d747fe52c8fde58d

[CL 22126361 by Joe Kirchoff in ue5-main branch]
2022-09-21 18:08:19 -04:00
joe kirchoff
f99158f2d2 UnrealBuildTool: Use correct default visual studio toolchain when clang is the compiler instead of always using 2019. Via UDN.
#rnx
#rb none
#preflight 632b4e3dd747fe52c8e825c3

[CL 22121220 by joe kirchoff in ue5-main branch]
2022-09-21 15:46:54 -04:00
robert millar
f55dc0a8d3 Add an option to include the CPP/WinRT language projection headers. Set TargetWindowsVersion to configured value when using Windows 10 SDK.
#rb joe.kirchoff

[CL 21828373 by robert millar in ue5-main branch]
2022-09-06 16:23:06 -04:00