Commit Graph

14 Commits

Author SHA1 Message Date
Chris Gagnon
8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00
projectgheist
404bab528b PR #5127: Minor changes to localization dashboard (Contributed by projectgheist)
#rb Chris.Gagnon

[CL 4408402 by Chris Gagnon in Dev-Editor branch]
2018-09-28 19:13:21 -04:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -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
Saul Abreu
db4c539fee Fixed generation of localization status reports from the localization dashboard. Clicking the localization status buttons now opens the conflict report in the default editor for the file type.
[CL 2483741 by Saul Abreu in Main branch]
2015-03-18 19:14:43 -04:00
Saul Abreu
d54105edc2 Refactored localization commandlet execution/tasks so that they take the ULocalizationTarget object instead of the FLocalizationTargetSettings member in preparation for having the UE4 target set separate from the project-specific target set.
[CL 2472879 by Saul Abreu in Main branch]
2015-03-09 15:38:32 -04:00
Saul Abreu
d15578233c Relocated several methods on FLocalizationTargetSettings to ULocalizationTarget in preparation for seprating UE4 and game-specific target sets. ULocalizationTarget will make the distinction possible, not FLocalizationTargetSettings.
[CL 2472820 by Saul Abreu in Main branch]
2015-03-09 15:09:46 -04:00
Terence Burns
278a1bb3f6 Missing include for non unity build in Localization Commandlet code.
[CL 2472235 by Terence Burns in Main branch]
2015-03-09 06:09:59 -04:00
Saul Abreu
70ea5705fe Status buttons on the localization dashboard/localization target editor UI now use localization commandlet executor UI to show progress or allow cancellation.
[CL 2471633 by Saul Abreu in Main branch]
2015-03-06 17:11:11 -05:00
Saul Abreu
fe3c70a0ff Updated copyright years on localization dashboard source files.
[CL 2469772 by Saul Abreu in Main branch]
2015-03-05 00:11:00 -05:00
Saul Abreu
ba97642af2 Fixed build issues with new localization dashboard module files. Also replaced unnecessary usage of NSLOCTEXT with LOCTEXT_NAMESPACE defines and LOCTEXT.
[CL 2421279 by Saul Abreu in Main branch]
2015-01-27 18:24:26 -05:00
Saul Abreu
ede61945bf Added the experimental Localization Dashboard UI.
[CL 2421013 by Saul Abreu in Main branch]
2015-01-27 16:31:40 -05:00