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10 Commits
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04588ce474 |
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3037465)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3037044 on 2016/07/04 by Ben.Woodhouse (Content only change) Roll back WorldAlignedNormal material function to the previous version (which worked properly). The broken version was actually checked in back in 2014 (//depot/UE4-Fortnite/...@2342687), but it only hit //UE4/main very recently. #jira OR-24849 #rb me Change 3036463 on 2016/07/01 by Andrew.Grant Clarified BP compiler message #rb na #tests compiled AnimBP_Grux_Base Change 3036424 on 2016/07/01 by Andrew.Grant Integrated fix from //UE4/Main for state not being cleared when rebuidling HMSM. #rb na #tests verified warnings gone after resaving Agora_Terrain Change 3036317 on 2016/07/01 by Ben.Salem Allow FTests to be run in succession, and allow them to also be run in game instead of just editor. These are engine changes that have been tested extensively in fortnite, and have gone through a minor test pass here as well. #rb william.ewen, bob.tellez #tests Ran through all of Howitzer's new FTests in one run! Change 3036168 on 2016/07/01 by Frank.Fella MovieSceneRendering - Fix a crash when deserializing burn in options. Change from Andrew Rodham. #rb Me for Andrew. #tests Movie scene renders in a separate process no longer crash when the burn in options are missing. Change 3035632 on 2016/07/01 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2 @ CL 3035536 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3035630 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3035237 on 2016/07/01 by Dmitry.Rekman Updated WebRTC libs to avoid SIGPIPE (OR-24857). - Should also remove debug output. - These fixes has been previously done for OR-13279 but apparently libs have been recompiled from earlier sources since that. - Current libs have been compiled by Lee Clark (CL 3034752). #rb Lee Clark #codereview Lee.Clark, Andrew.Grant, Sam.Zamani #tests Run PS4 client, made sure XMPP connection was established and got some traffic. Change 3035210 on 2016/07/01 by Andrew.Grant Fix for broken AI / abilities #rb none #tests Golden path with gadget, all abilities working, AI are happy and combatitive again Change 3034936 on 2016/06/30 by Josh.Markiewicz #UE4 - separated out basic features from update/patch/hotfix manager into generic engine class - left Orion specific overloads around #rb none #tests PS4/PC/Server hotfix and update checks (with and without update required) #codereview ian.fox, ben.zeigler, bob.tellez Change 3034935 on 2016/06/30 by Josh.Markiewicz #UE4 - make sure that mcp client keys, names, and ids can't have extraneous spaces in them from the ini file #codereview sam.zamani, shon.love, david.nikdel, eric.newman #tests paragon launch #rb none Change 3034933 on 2016/06/30 by Josh.Markiewicz #UE4 - moved OnlineHotfixManager out of deprecated classes directory #rb none #tests compiles Change 3034524 on 2016/06/30 by Andrew.Grant Fix for team assignment being broken in blueprints #rb Dan.OConnor #tests Golden Path with sparrow, verified arrow AOE color is correct and harvesters deliver XP Change 3034521 on 2016/06/30 by Andrew.Grant Setting replay version to 0 for v29 #rb none #tests none Change 3034483 on 2016/06/30 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Repair main build integration #RB:none #Tests:none [CodeReviewed]: david.ratti #ROBOMERGE-SOURCE: CL 3034395 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3034481 on 2016/06/30 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2 @ CL 3034181 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3034319 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3034464 on 2016/06/30 by Martin.Wilson Fix for trying to load preview mesh for skeleton when the preview meshes skeleton doesn't match #rb Jurre.DeBaare #tests Asset loading in the editor Change 3034194 on 2016/06/30 by Martin.Wilson Fix for rendering crash #codereview Rolando.Caloca #rb Rolando.Caloca #test editor startup Change 3034192 on 2016/06/30 by Andrew.Grant Removing Fortnight madness #codereview Ben.Marsh #rb none #tests compiled Change 3034106 on 2016/06/30 by Martin.Wilson Fix retargetting of anim blueprints so that all animations referred to are collected and duplicated, not just direct bp variables #rb Thomas.Sarkanen #tests In editor retargeting of various blueprint setups Change 3034041 on 2016/06/30 by Jason.Bestimt #ROBOMERGE-AUTHOR: antony.carter Exposing some of the slate interfaces for upcoming Social Plugin usage #RB Jamie.Dale #TESTS NA #ROBOMERGE-SOURCE: CL 3034040 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3033591 on 2016/06/29 by Andrew.Grant Merging //UE4/Main @ 3033257 through Orion-Staging #rb none #tests engine QA, golden path in PIE and out, BuildCookRun PS4 Change 3033545 on 2016/06/29 by Josh.Markiewicz #UE4 - fixed shadowed variable #rb none #tests compiles Change 3033462 on 2016/06/29 by Josh.Markiewicz #UE4 - notify game about net guid mismatch or net checksum failures #rb john.pollard #codereview john.pollard, dave.ratti, andrew.grant, matt.oelfke #tests triggered fake mismatches while networked Change 3033453 on 2016/06/29 by Josh.Markiewicz #UE4 - turned off extra logging feature now that the auth expiration issues have been solved - removes some bad log spam showing up in live (starting when already started, stopped when not started) #rb none #tests none #codereview ben.zeigler, sam.zamani Change 3033020 on 2016/06/29 by Jason.Bestimt #ROBOMERGE-AUTHOR: david.nikdel #OGF Merging //GamePlugins/Main/PluginTestGame/Plugins/OnlineGameplayFramework/... to //Orion/Main/OrionGame/Plugins/OnlineGameplayFramework/... --------- - Support for exclusive profile locking (by dedicated servers) - PostAdd event for IMcpItemAware - New McpItemDefinitionBase class - Support for converting to new colon-based template ids - Improvements to FJsonObjectWrapper (technically an engine change) - Ability to specify an explicit fulfillment class to instantiate - Ability to split catalog localization out from the main data. - Couple of Orion fix ups for the new code - Re-exported catalog (loc data now separated out) --------- #RB: none #TESTS: login, mcp, etc [CodeReviewed]: Jason.Bestimt #ROBOMERGE-SOURCE: CL 3033018 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3032623 on 2016/06/29 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2 @ CL 3032459 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3032516 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3032451 on 2016/06/29 by bruce.nesbit Added code in AutoPopulateInstanceProperties to populate vector and scalar parameter data. #rb SimonT #tests PIE Change 3031620 on 2016/06/28 by Aaron.McLeran Implementing CL 3029659 to Dev-General. Adding new minor feature to add new concurrency mode to allow not stopping old sounds if new sound is not lower priority (or is same priority) than any existing sounds in concurrency group #rb marc.audy #TESTS existing concurrency doesn't break. New concurrency rule results in not stopping sounds if new sound is not lower pri than existing sounds Change 3031616 on 2016/06/28 by Jason.Bestimt #ROBOMERGE-AUTHOR: bob.ferreira Fixed an additional cast issue (hopefully the last!) in SetupSkyIrradianceEnvironmentMapConstants where Scene objects were not being cast and/or null checked #rb Marcus.Wassmer #tests Compiled and verified clients connected to server #jira OR-24678 #ROBOMERGE-SOURCE: CL 3031610 in //Orion/Release-28/... via CL 3031611 via CL 3031613 via CL 3031614 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3031607 on 2016/06/28 by Josh.Markiewicz #UE4 - pass the UniqueNetId along with client beacons so the server can tell who is making requests #rb sam.zamani #codereview paul.moore #tests draft lobby golden path Change 3031606 on 2016/06/28 by Josh.Markiewicz #UE4 - added code to stop logging out players from reservation beacon on timeouts if game doesn't request it #rb sam.zamani #codereview paul.moore #tests draft lobby golden path Change 3031598 on 2016/06/28 by Josh.Markiewicz #UE4 - FUniqueNetIdRepl is stored on the UNetConnection and passed into engine login functions rather than TSharedPtr<FUniqueNetId> - wrapped class is safer and simplifies some other code #rb sam.zamani #tests draft lobby golden path #codereview paul.moore Change 3031523 on 2016/06/28 by Josh.Markiewicz #UE4 - added ToDebugString to FUniqueNetIdRepl #rb none #tests draft lobby golden path Change 3031366 on 2016/06/28 by Jason.Bestimt #ROBOMERGE-AUTHOR: bob.ferreira Adding proper checks for Scene objects if it returns null #rb Marcus.Wassmer #tests Compiled and verified clients connected to server #jira OR-24678 #ROBOMERGE-SOURCE: CL 3031361 in //Orion/Release-28/... via CL 3031362 via CL 3031363 via CL 3031365 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3030919 on 2016/06/28 by Jason.Bestimt #ROBOMERGE-AUTHOR: bob.ferreira Fixed issue that was causing client bots to crash when running with -nullrhi. Now use interface provided by the Scene object. #rb Marcus.Wassmer #tests Compiled and verified clients connected to server #jira OR-24678 #ROBOMERGE-SOURCE: CL 3030914 in //Orion/Release-28/... via CL 3030915 via CL 3030916 via CL 3030917 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3030715 on 2016/06/28 by David.Ratti removing warning. It is valid to use the ability system with actors without an animinstance. #rb none #test compile Change 3030663 on 2016/06/28 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2 @ CL 3030407 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3030660 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3030533 on 2016/06/28 by Marcus.Wassmer Fix incorrect warning #rb none #test none #codereview Daniel.Lamb Change 3030526 on 2016/06/28 by bruce.nesbit Re-added MaxRoughness changes in scalability config and added ECVF_Scalability to the CVar for same #rb none #codereview Marcus.Wassmer #tests PIE Change 3029022 on 2016/06/27 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2 @ CL 3028879 #RB:none #tests:none #ROBOMERGE-SOURCE: CL 3029020 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3028712 on 2016/06/27 by David.Ratti AbilitySystem debug hud -Made this more accessible from the base engine system. No longer required to forward calls from the owning actor class'es DisplayDebug function PlayerController::DisplayDebug -Set DisplayDebugManager's Y pos to the out Y pos, so that subsequent debug huds don't overlap with this one #rb none #tests gameplay ability sample project [CL 3043787 by Andrew Grant in Main branch] |
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48331caa30 |
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3028454)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3028439 on 2016/06/27 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28 @ CL 3028090 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3028437 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3027952 on 2016/06/26 by Jurre.deBaare - Integrating code fixes/changes from Simplygon for Normals issue on Simplygon Swarm + landscape culling - Readded landscape/volume culling for in-engine static mesh merging path - Fixed issue with r.HLOD force -1 (now stops forcing hlods) - Marked hlodcullingvolume as experimental - Added Landscape culling flag + precision level #codereview Michael.Noland #rb Michael.Noland #tests build clusters locally/cloud + landscape culling tests Change 3027702 on 2016/06/25 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 3027698 #RB:none #Tests:none Change 3027312 on 2016/06/24 by Daniel.Lamb Changed the way reentry data is stored in the cooker, reduce work load by main thread, also fix issue with reentry data being used from incorrect packages. #rb Peter.Sauerbrei #test QA game launch on and cook by the book + cook on the fly paragon Change 3027165 on 2016/06/24 by Daniel.Lamb Fix compiler warnings from cvars changes. #rb none #test cook paragon Change 3026900 on 2016/06/24 by Daniel.Lamb Change the way low quality lightmap shaders are enabled / disabled as the engine can't be used in the should cache function. #rb Marcus.Wasmer #test Cook on the fly paragon #codereview Rolando.Caloca Change 3026874 on 2016/06/24 by Olaf.Piesche #jira OR-18363 fix distortion in particle macro UVs with camera movement #rb frank.fella #tests PC Editor/Game Change 3026494 on 2016/06/24 by jason.bestimt #ORION_MAIN - Merge 28 @ CL 3026460 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3026476 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: jason.bestimt Change 3026381 on 2016/06/24 by Graeme.Thornton Strip particle modules, emitters and lodlevels from cooked server data. Saves ~10mb of runtime memory on Paragon #rb simon.tovey #codereview dmitry.rekman #tests pc cooked client/server, golden path Change 3025760 on 2016/06/23 by jason.bestimt #ORION_MAIN - Merge 28 @ CL 3025687 #RB:none #tests:none #ROBOMERGE-SOURCE: CL 3025709 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword_Skeleton.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3025661 on 2016/06/23 by Mieszko.Zielinski Added a feature to PathfollowingComponent allowing it to identify when it starts following a navigation link #UE4 #rb Lukasz.Furman #test golden path Change 3025359 on 2016/06/23 by Jason.Bestimt #ROBOMERGE-AUTHOR: sam.zamani #online,externalui,ps4 - expose access to reset cookies before invoking embedded web browser - fixed not capturing resulting Url when PS4 browser is closed #rb none #tests ps4 #ROBOMERGE-SOURCE: CL 3025356 in //Orion/Release-28/... via CL 3025358 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3025184 on 2016/06/23 by Lina.Halper Fix crash with morphtargets #jira: OR-24257 #rb: Rolando.Caloca #tests: switching mesh with different morphtargets in editor Change 3024714 on 2016/06/23 by Lukasz.Furman added vlog extension to visual debugger tool, added object whitelist to vlog to include selected minion data in games started with -LogBotGame param #rb Mieszko.Zielinski #tests server game with and without LogBotGame cmdline Change |
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5fc947ac7e |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3020969)
========================== MAJOR FEATURES + CHANGES ========================== Change 2986511 on 2016/05/23 by Ben.Marsh UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in. Change 2993274 on 2016/05/27 by Ben.Marsh Fix UGS enumerating deleted .target.cs files when trying to detect editor target name. Change 2994265 on 2016/05/31 by Ben.Marsh Add info about setting up CIS integration and zipped editor builds in UGS. Change 2994275 on 2016/05/31 by Ben.Marsh PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans) Change 2994287 on 2016/05/31 by Ben.Marsh UnrealGameSync: Add information about how UGS self-patches and updates. Change 2996928 on 2016/06/01 by Ben.Marsh UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet. Change 2997619 on 2016/06/02 by Ben.Marsh UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file. Change 2999769 on 2016/06/03 by Ben.Marsh UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not. Change 3004879 on 2016/06/07 by Ben.Marsh Remove copy of AWSSDK in NotForLicensees folder. Change 3004902 on 2016/06/07 by Ben.Marsh UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder. Change 3005892 on 2016/06/08 by Ben.Marsh Add the GitHub promotion to the UE4 binary release build. Change 3016241 on 2016/06/16 by Ben.Marsh UGS: Always sync version files at the same changelist as everything else (rather than head revision) Change 3016446 on 2016/06/16 by Ben.Marsh PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist) Change 3016472 on 2016/06/16 by Ben.Marsh PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot) Change 3017694 on 2016/06/17 by Ben.Marsh EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments. Change 3017695 on 2016/06/17 by Ben.Marsh UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders. #jira UE-24271 Change 3017698 on 2016/06/17 by Ben.Marsh Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types). #jira UEB-664 Change 3017701 on 2016/06/17 by Ben.Marsh BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node. Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read. All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency. Change 3017714 on 2016/06/17 by Ben.Marsh BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task). Change 3018007 on 2016/06/17 by Ben.Marsh UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt. #jira UE-28761 Change 3018322 on 2016/06/17 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3018365 on 2016/06/17 by Ben.Marsh Misc: Fixes for warnings compiling ShaderCompileWorker on Clang Change 3018397 on 2016/06/17 by Ben.Marsh UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT Change 3019421 on 2016/06/20 by Ben.Marsh Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead. Change 3019423 on 2016/06/20 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3020377 on 2016/06/20 by Ben.Marsh UBT: Fix strings not being escaped before writing to JSON files. Change 3020378 on 2016/06/20 by Ben.Marsh UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list. Change 3020966 on 2016/06/21 by Ben.Marsh EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main. #rb none #lockdown Nick.Penwarden [CL 3020980 by Ben Marsh in Main branch] |
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273dfca9b8 |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2972140)
========================== MAJOR FEATURES + CHANGES ========================== Change 2959679 on 2016/04/28 by Ben.Marsh UGS: Show the original author for changes with a #ROBOMERGE-AUTHOR tag. Change 2959695 on 2016/04/28 by Ben.Marsh UGS: Only filter out changes from by buildmachine that contain the string "CIS Counter". Change 2960798 on 2016/04/29 by Ben.Marsh Remove C++ version of ParallelExecutor. Now implemented in C# as part of UAT. Change 2960928 on 2016/04/29 by Ben.Marsh UGS: Change filter for buildmachine changes to only include rebuilt lightmaps. Change 2963214 on 2016/05/02 by Ben.Marsh BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running. Change 2964454 on 2016/05/03 by Ben.Marsh Change PostBuildInfoTool to PostBadgeStatus, and add position-independent argument parsing. Change 2964533 on 2016/05/03 by Ben.Marsh BuildGraph: Add the ability to generate summary badges from BuildGraph scripts, which can be pushed into a separate database for consumption by UGS. Change 2964852 on 2016/05/03 by Ben.Marsh BuildGraph: Add a task which can submit a set of files to Perforce, optionally creating and using a different workspace to do so. Change 2966856 on 2016/05/04 by Ben.Marsh EC: Allow specifying a filter for the changes considered when looking for the most recent change. Allows filtering out content changes for UGS builds, code-only builds, etc... Change 2966867 on 2016/05/04 by Ben.Marsh EC: Restore code to always set time in CIS state; we never want large builds to trigger off their defined interval. Change 2967504 on 2016/05/05 by Ben.Marsh UAT: Make sure the intermediate directory exists before writing out the list of changes in StreamCopyDescription. Change 2967778 on 2016/05/05 by Ben.Marsh UAT: Detect the P4 environment by querying Perforce for the setting of P4PORT, rather than assuming it's set in an environment variable. Windows stores this setting in the registry rather than the environment, but it's also valid to be set via P4CONFIG. Change 2967815 on 2016/05/05 by Ben.Marsh EC: Copy the initial resource pool setting from the stream settings into an EC property Change 2967873 on 2016/05/05 by Ben.Marsh EC: Allow stream settings to be stored directly in /GUBP_V5/Streams/ rather than having to be in a child property sheet. Change 2969294 on 2016/05/06 by Ben.Marsh EC: Extend ConformResources command to allow updating the pools that resources are assigned to, and to limit the number of machines which are syncing at once. Also added new EC procedure to allow specifying these arguments. Change 2969371 on 2016/05/06 by Ben.Marsh EC: Allow overriding the stream and workspace identifier synced by the builders. Overriding the stream allows syncing a narrower view of files (eg. Dev-Main vs Main), and overriding the workspace identifier allows sharing a workspace between two streams. Change 2970623 on 2016/05/09 by Ben.Marsh UAT: Prevent Ctrl-C handler delegate from being garbage collected and failing to be triggered. Change 2970627 on 2016/05/09 by Ben.Marsh UAT: Don't limit the list of valid target platforms specified on the command line to just those that we have initialized. Ignoring the platform if the SDK is not installed is never what the user wants. Change 2972140 on 2016/05/10 by Ben.Marsh Change 'Engine, Tools and Monolithics' to include QAGame and Template editors, but exclude everything downstream of a trigger. #lockdown Nick.Penwarden [CL 2972146 by Ben Marsh in Main branch] |
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70f47fef98 |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2945275 on 2016/04/15 by Ben.Marsh
BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line.
Change 2946668 on 2016/04/18 by Ben.Marsh
EC: Prevent lookbehind for UBT error strings on Mac.
Change 2952657 on 2016/04/22 by Ben.Marsh
UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out.
Change 2954256 on 2016/04/25 by Ben.Marsh
EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages.
Change 2954449 on 2016/04/25 by Ben.Marsh
Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:".
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c254db71a7 |
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2909886 on 2016/03/15 by Matthew.Griffin
Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build.
Change 2911727 on 2016/03/16 by Matthew.Griffin
Added Platform Type and Architecture to Installed Platform Info
Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts
Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds
Added temporary hack to write Android architecture until I can get it from build process
Change 2913692 on 2016/03/17 by Ben.Marsh
UAT: Move script to archive a build for UGS into a public folder.
Change 2915445 on 2016/03/18 by Ben.Marsh
UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying.
Change 2915450 on 2016/03/18 by Ben.Marsh
UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited.
Change 2925830 on 2016/03/29 by Matthew.Griffin
Added new selective download tags
Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings
Change 2926437 on 2016/03/29 by Ben.Marsh
PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi)
Change 2927399 on 2016/03/30 by Matthew.Griffin
Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist.
Change 2933093 on 2016/04/05 by Ben.Marsh
PR #2232: Updated copyright text to 2016 (Contributed by erikbye)
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5b1ede0851 |
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2934481)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2934326 on 2016/04/05 by Andrew.Grant
Modified row-error message for easier clarity of culprit.
#rb #tests none
Change 2934266 on 2016/04/05 by Leslie.Nivison
Adding .tps files
#rb none
#test none
Change 2934151 on 2016/04/05 by Andrew.Grant
Fix for lightmass compilation with VS2015 update 2
#rb #tests none
Change 2934101 on 2016/04/05 by Leslie.Nivison
Moving .tps to build.cs location
#rb none
#test none
Change 2934095 on 2016/04/05 by Leslie.Nivison
Adding .tps files
#rb none
#test none
Change 2934039 on 2016/04/05 by Aaron.McLeran
OR-19011 Implementing CL 2933664 into //Orion/Dev-General/
#codereview Michael.Trepka
#rb Michael.Trepka
#tests compile and run orion
Change 2934004 on 2016/04/05 by Bart.Bressler
- Fix issue with ability widgets always showing as unactivatable in Replays
- Fix issue with exhaust gameplay tag always triggering when jumping back in replays if the followed player was travelling at the time
#rb cody.haskell
#tests recorded replay, and viewed on PC
Change 2933997 on 2016/04/05 by Marc.Audy
Don't use ranged-for iterator for Actors since (bad) user content could spawn a new actor from an component unregister event
#jira OR-19021
#rb none
#tests compiles
Change 2933808 on 2016/04/05 by Ben.Marsh
BuildGraph: Include the group name in the telemetry data for each job step.
Change 2933774 on 2016/04/05 by Ben.Marsh
BuildGraph: Store node dependencies on each step in telemetry data, rather than on the job. Makes it easier to split out.
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Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change |
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Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2912513 on 2016/03/16 by David.Ratti
attempted cook fix
#rb none
#tests compile
Change 2912456 on 2016/03/16 by Zak.Middleton
#ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly.
#rb John.Pollard
#tests Replays and MultiPIE vs AI
Change 2912386 on 2016/03/16 by Ben.Marsh
BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces.
Change 2912378 on 2016/03/16 by Ben.Marsh
BuildGraph: Fix format of custom build arguments when running with buildgraph.
Change 2912318 on 2016/03/16 by Marcus.Wassmer
Fix mallocleakdetection false positives, and hash collision data corruption.
#rb none
#test leak finding on goldenpath
Change 2912242 on 2016/03/16 by Lukasz.Furman
CIS fix
#rb none
#tests none
Change 2912239 on 2016/03/16 by Ben.Marsh
UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there.
#rb none
#tests generated project files using UGS after making change
Change 2912211 on 2016/03/16 by Ben.Marsh
BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders.
#rb none
#codereview Wes.Hunt
#tests none
Change 2912196 on 2016/03/16 by Mieszko.Zielinski
Added a missing #pragma once to GameplayDebuggerCompat.h #Orion
#rb Lukasz.Furman
#test none
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Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
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