Commit Graph

21 Commits

Author SHA1 Message Date
Ben Marsh
5e75112469 Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
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Change 2828332 on 2016/01/14 by Matthew.Griffin

	Ensure that warnings from Dynamic Compilation of build.cs files are propagated up to user when compiling in Visual Studio etc.

Change 2828335 on 2016/01/14 by Matthew.Griffin

	Renaming AddThirdParty... functions to AddEngineThirdParty... so it's clear we're talking about third party libraries within the engine directory. This removes another couple of RunningRocket checks and uses the IsMonolithic property now.

Change 2831365 on 2016/01/16 by Ben.Marsh

	Add a UAT command to remove any temp storage directories older than a specified length of time, and disable the GUBP node to do so when running with -NewEC. Better to set this up as a separate scheduled task for each temp storage folder we have, rather than run it as part of GUBP builds above a certain size.

Change 2832166 on 2016/01/18 by Ben.Marsh

	Make INI file parsing much more tolerant to errors, because it prevents the build system from starting up. Now outputs warnings rather than throwing exceptions.

Change 2835725 on 2016/01/20 by Matthew.Griffin

	Removed more uses of RunningRocket functions

	Switch Linux staging check to see if required files exist until switched to using receipts
	Always stage CrashReporter for Linux
	Mac and Linux will not use Compile Lean And Mean when generating project files
	Allow normal DynamicCompilation check to occur in binary builds
	Allow XMPP dependency on WebRTC now that it's publically distributed

Change 2835864 on 2016/01/20 by Matthew.Griffin

	Made sure -rocket is passed when generating project files as this has to work from UnrealVersionSelector with every version of the Engine we've released.
	Also tidied up some arguments that are set in UVS and never used.

Change 2839932 on 2016/01/22 by Matthew.Griffin

	Removed last uses of RunningRocket from UnrealBuildTool

	Changed Mac Build.sh so that it doesn't try to build UBT so that it can be used in installed builds the same way as windows.
	Combined code doing very similar things for single games and rocket projects.
	Removed check on whether to add client and server targets in Rocket as we don't distribute the .target.cs files.
	Removed RunningRocket function and the code checking for -rocket on the command line

Change 2846971 on 2016/01/28 by Matthew.Griffin

	Replaced RunningRocket with IsEngineInstalled for all Engine programs that won't need to be built.

Change 2853879 on 2016/02/03 by Matthew.Griffin

	Added UnrealLightmass to list of programs to build when Build Solution is used and Editor configuration is selected

	#jira UE-25666

#lockdown Nick.Penwarden

[CL 2854567 by Ben Marsh in Main branch]
2016-02-03 15:40:40 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Ben Marsh
50e128df2f Remove debug code that was accidentally submitted. UnrealVersionSelector shouldn't update file associations if they're not out of date.
[CL 2412275 by Ben Marsh in Main branch]
2015-01-20 11:18:02 -05:00
Ben Marsh
13a0feb87b Fix UnrealVersionSelector spawning the editor behind other processes. FWindowsPlatformProcess::ExecProcess() passes SW_SHOWMINNOACTIVE in STARTUPINFO, so just call CreateProcess() directly instead. (Merged back from 4.6 branch).
[CL 2388784 by Ben Marsh in Main branch]
2014-12-15 12:33:27 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Ben Marsh
959cfa782d Add missing copyright notices to source files.
[CL 2379212 by Ben Marsh in Main branch]
2014-12-06 19:14:20 -05:00
Ben Marsh
92e4344497 Add an option to UnrealVersionSelector which will register the engine directory without throwing up a popup message.
[CL 2348990 by Ben Marsh in Main branch]
2014-11-04 16:47:36 -05:00
Ben Marsh
b0ecc73f98 Add a simple error message when trying to generate code projects for content-only projects.
[CL 2289783 by Ben Marsh in Main branch]
2014-09-08 15:21:52 -04:00
Ben Marsh
61b3c655aa Add an additional check to determine valid engine directories, so running UnrealVersionSelector directly from the launcher installation folder won't register one there.
[CL 2239952 by Ben Marsh in Main branch]
2014-08-01 11:32:55 -04:00
Ben Marsh
63f9963d59 Removing calls to clean a project when switching versions. Paranoid that it might do the wrong thing more often than the right thing after seeing a bug in the engine association code yesterday, since UBT running successfully has so many preconditions.
#codereview Michael.Trepka

[CL 2075510 by Ben Marsh in Main branch]
2014-05-16 10:12:28 -04:00
Ben Marsh
452f40eb7b Fix UnrealVersionSelector attempting to generate project files when switching version for a content-only project.
[CL 2074734 by Ben Marsh in Main branch]
2014-05-15 17:03:50 -04:00
Ben Marsh
39ddb49221 Clean binaries and intermediates before upgrading projects. Prevents stale build products, and allows detecting missing binaries on startup.
[CL 2073589 by Ben Marsh in Main branch]
2014-05-14 19:11:30 -04:00
Ben Marsh
45ebc11eb9 Add native feedback context for Windows, and use it to display project file generation progress in UnrealVersionSelector. Also generate project files when switching versions.
[CL 2073201 by Ben Marsh in Main branch]
2014-05-14 14:53:19 -04:00
Ben Marsh
4b37f14c76 Incorporate support for non-foreign project handling into scheme used by UnrealVersionSelector et al, and automatically register engine installations whenever necessary.
Whenever a blank engine association is read from a .uproject via GetEngineIdentifierForProject(), it checks up the directory hierarchy for an engine capable of loading it via its .uprojectdirs search directories. If found, it will use that engine's local identifier from the registry, or register it if it doesn't exist.

Setting a project's engine association to an engine which is capable of loading it via it's .uprojectdirs will cause it to write a blank engine association string into the .uproject (and triggering the behaviour above on open).

#codereview Michael.Trepka

[CL 2064463 by Ben Marsh in Main branch]
2014-05-06 10:27:35 -04:00
Ben Marsh
7a8a1da4ba Fix command line for launching games using UnrealVersionSelector. Engine arguments use hyphens, not slashes.
[CL 2056598 by Ben Marsh in Main branch]
2014-04-25 13:30:17 -04:00
Ben Marsh
ec684822c3 Updates to version selector.
* Lots of code moved into IDesktopPlatform for sharing with Launcher and Mac (including setting up file associations, querying project versions, etc...)
* Hack to enumerate all the known launcher engine installations. Does not use registry keys any more. Will probably change to use a list of installations generated by the launcher at some point soon.
* List of registered GitHub builds is stored in HKEY_CURRENT_USER
* Switching engine versions is now done through a dialog rather than through the context menu.
* VersionSelector includes a version number for shell integration, allowing it to defer to an existing installation of the same version if necessary.

#codereview Michael.Trepka

[CL 2045845 by Ben Marsh in Main branch]
2014-04-23 18:46:48 -04:00
Ben Marsh
8835780db3 Move functions for querying engine installations from Core to DesktopPlatform.
[CL 2044626 by Ben Marsh in Main branch]
2014-04-23 18:32:52 -04:00
Ben Marsh
5d2a27f07f Fix command line for handling of GenerateProjectFiles.bat in UnrealVersionSelector
[CL 2044389 by Ben Marsh in Main branch]
2014-04-23 18:28:06 -04:00
Ben Marsh
1e98028ebc Allow engine to query installed versions, so we can handle .uproject engine associations from inside the editor and at runtime.
[CL 2042660 by Ben Marsh in Main branch]
2014-04-23 18:07:04 -04:00
Ben Marsh
db55e91c16 Fix UnrealVersionSelector compile error on Mac.
[CL 2042372 by Ben Marsh in Main branch]
2014-04-23 18:02:49 -04:00
Ben Marsh
4de5cfa396 Add UnrealVersionSelector. Allows having multiple engine installations (GitHub and binary) on the same machine, and uses a tag in the .uproject file to associate projects with the correct one. Also sets up explorer shell extensions on Windows, allowing a project to be associated with any engine version.
[CL 2041588 by Ben Marsh in Main branch]
2014-04-23 17:52:54 -04:00