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930e33cb4873ae02027182feb2c779fed4085a1f
11 Commits
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7598af0532 |
Update copyright notices to 2019.
#rb none #lockdown Nick.Penwarden [CL 4662404 by Ben Marsh in Main branch] |
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30f891786a |
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3805828 by Gil.Gribb UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works. Change 3806784 by Ben.Marsh UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT. Change 3807549 by Graeme.Thornton Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it. Change 3807727 by Graeme.Thornton Unhide the text asset format experimental editor option Change 3807746 by Josh.Engebretson Remove WER from iOS platform Change 3807928 by Robert.Manuszewski When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet Change 3808221 by Steve.Robb GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule() ^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway. Change 3809233 by Graeme.Thornton TBA: Misc changes to text asset commandlet - Rename mode to "loadsave" - Add -outputFormat option which can be assigned "text" or "binary" - When saving binary, use a differentiated filename so that source assets aren't overwritten Change 3809518 by Ben.Marsh Remove the outdated UnrealSync automation script. Change 3809643 by Steve.Robb GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value #jira UE-53037 Change 3809862 by Steve.Robb GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately #jira UE-42593 Change 3811190 by Graeme.Thornton Add support for writing specific log channels to their own files Change 3811197 by Graeme.Thornton Minor updates to output formatting and timing for the text asset commandlet Change 3811257 by Robert.Manuszewski Cluster creation will now be time-sliced Change 3811565 by Steve.Robb Define out non-monolithic module functions. Change 3812561 by Steve.Robb GitHub #3886 : Enable Brace-Initialization for Declaring Variables Incorrect semi-colon search removed after discussion with author. Test added. #jira UE-48242 Change 3812864 by Steve.Robb Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins. See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html #jira UE-53089 Change 3820358 by Ben.Marsh PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist) Change 3822594 by Ben.Marsh UAT: Improvements to log file handling. - Always create log files in the final location, rather than writing to a temp directory and copying in later. - Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX. - Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is. - Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location. Change 3823695 by Ben.Marsh UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk). Now always queries changes up to the last change for which zipped binaries are available. Change 3823845 by Ben.Marsh UBT: Exclude C# projects for unsupported platforms when generating project files. Change 3824180 by Ben.Marsh UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes). #jira Change 3825777 by Steve.Robb Fix to return value of StringToBytes. Change 3825810 by Ben.Marsh UBT: Reduce length of include paths for MSVC toolchain. Change 3825822 by Robert.Manuszewski Optimized PIE lazy pointer fixup. Should be up to 8x faster now. Change 3826734 by Ben.Marsh Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency. Change 3827730 by Steve.Robb Try to avoid decltype(auto) if it's not supported. See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html Change 3827745 by Steve.Robb Initializer list support for TMap. Change 3827770 by Steve.Robb GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType() #jira UE-53813 Change 3829189 by Ben.Marsh UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off. Change 3830444 by Steve.Robb BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library. This should be revisited when Core has its own JSON library. Change 3830718 by Ben.Marsh Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups. The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip. For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it. When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk. #jira UE-53845 Change 3831064 by Ben.Marsh Fix log file contention when spawning UBT recursively. Change 3832654 by Ben.Marsh UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it. Change 3832680 by Ben.Marsh UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade. Change 3832695 by Ben.Marsh UGS: Invert the options in the 'Show Changes' submenu for simplicity. Change 3833528 by Ben.Marsh UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write]. Change 3833543 by Ben.Marsh UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules. Change 3834354 by Robert.Manuszewski Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks. #jira UE-52035 Change 3834400 by Robert.Manuszewski Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup. #jira UE-52035 Change 3834947 by Steve.Robb USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal. Change 3835004 by Ben.Marsh Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL. Change 3835340 by Ben.Marsh Fix errors making installed build from directories with spaces in the name. Change |
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13d012685f |
Merging copyright update from 4.19 branch.
#rb none #rnx #jira [CL 3818977 by Ben Marsh in Staging-4.19 branch] |
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338b22f6e7 |
Copying //UE4/Dev-Networking to //UE4/Dev-Main (Source: //UE4/Dev-Networking @ 3495493)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3302759 on 2017/02/14 by John.Pollard Remove invalid replay samples that can occur due to oversampling (sampling at higher rate than physics is being ticked) Change 3306072 on 2017/02/16 by John.Barrett Minor NetcodeUnitTest updates/fixes. Improved assignment for some types, using FVMReflection - added assignment to enum by name. Change 3322165 on 2017/02/24 by John.Barrett Fixed issue where Steam would block unit tests. #JIRA UENET-537 Change 3323917 on 2017/02/27 by John.Barrett Added better unit test log file management. #JIRA UENET-535 Unit test logs are now stored in subfolders in the game log folder, with one main folder for the current UE4 session, and one subfolder for every unit test run during that session. Logs are purged occasionally, in line with how the main game logs are purged. Change 3326307 on 2017/02/28 by John.Pollard Remove unused cvar Change 3327907 on 2017/03/01 by John.Barrett Merged some old NetcodeUnitTest debug features: - Added command for bit-based log dumping of data (for debugging bit-based netcode) - Added exported function, for allowing access to console commands, in modules which don't import Engine Change 3332710 on 2017/03/05 by John.Barrett Updated unit test flags to expect a disconnect when expecting a server crash. Change 3332715 on 2017/03/05 by John.Barrett Wrapped all CreateChannelBunch pointers with a nullptr check (used to not be required). Replaced old/duplicate unit test code (using CreateChannelBunch) for marking 'exploit failure', with the current centralized function calls. #JIRA UENET-539 Change 3336258 on 2017/03/07 by John.Pollard Add more info to history overflow logging Change 3336259 on 2017/03/07 by John.Pollard Don't pause replication for replay connections Change 3341288 on 2017/03/10 by John.Barrett Fixed invalid access to GLog during game shutdown. #JIRA UE-42394 Change 3341736 on 2017/03/10 by John.Pollard Get reliability packet handler working again (but still disabled by default) Change 3349298 on 2017/03/16 by John.Barrett Fixed issues/potential-issues with the timing of global variable destruction, based on Graeme Thornton's fix. #JIRA UE-42394 Change 3349393 on 2017/03/16 by John.Pollard Reliability handler cleanup Change 3350029 on 2017/03/16 by John.Barrett Updated PacketHandler to support an optional handshaking stage for HandlerComponents, where each handshake must execute sequentially starting at the component closest to the socket. Change 3350030 on 2017/03/16 by John.Barrett Updated Asymetric Encryption to support updated PacketHandler system, to perform a key handshake that is compatible with other HandlerComponent's, and fixed some serialization security issues by setting proper limits on values. Change 3350032 on 2017/03/16 by John.Barrett Minor corrections to variable types and constructor initializer lists, for the rest of the encryption code. Change 3355536 on 2017/03/20 by John.Barrett Added new PacketAudit debug feature, which uses inter-process-communication, to audit the integrity of incoming/outgoing packets at various stages of serialization, between a client and server. This is critically useful for low level netcode development, particularly with the PacketHandler. See PacketAudit.h for more information. Change 3355570 on 2017/03/20 by John.Barrett Added a small number packet auditing checks to key areas of low level netcode. Change 3355584 on 2017/03/20 by John.Barrett Updated ReliabilityHandlerComponent, to support packet reliability during the PacketHandler handshaking stage, and fixed ReliabilityHandlerComponent serializing based on a packets byte size, rather than bit size. Change 3373389 on 2017/03/30 by John.Barrett Added check for HandlerComponent's that require reliability. Change 3373390 on 2017/03/30 by John.Barrett Added TLS-like encryption handler component, which exchanges a secret key using asymmetric encryption (RSA), and implements symmetric encryption using that key (AES). Based on RSA encryption component, and John Pollard's AES changes. Enable in *Engine.ini, using: [PacketHandlerComponents] Components=RSAKeyAESEncryption bEnableReliability=true Change 3394518 on 2017/04/14 by Ryan.Gerleve Fix memory leak in FRepChangelistState: added destructor that properly destroys the properties in the shadow state buffer. Change 3432955 on 2017/05/10 by John.Barrett Randomized the initial packet sequence numbers for UNetConnection's and for reliable packets - using the stateless handshake cookie. Also added hooks to determine when PacketHandler level handshaking has completed, so that the initial connection packets can be delayed until this stage (required now, in order to exchange the sequence numbers first). Change 3464528 on 2017/05/29 by John.Barrett Fixed connection failure during unreliable network conditions, caused by a bad interaction between the stateless handshake and sequence initialization code. Added a new 'ack' stage to the stateless handshake, to ensure the client/server sequence is properly synchronised. Expanded the timeout/retry handling for the stateless handshake, so it is more robust, and fixed some bugs in this code. Change 3464537 on 2017/05/29 by John.Barrett Fixed an incompatibility between the asymmetric encryption, and the new PacketHandler handshake code. Change 3464543 on 2017/05/29 by John.Barrett Updated CryptoPP to 5.6.5. Change 3467529 on 2017/05/31 by Jon.Nabozny Add comments to FPacketSimulationSettings vars. Change 3469584 on 2017/06/01 by Ryan.Gerleve Log bunch ChSequence on reliable channel open along with other info. Change 3471329 on 2017/06/02 by John.Barrett Fixed PacketHandlerLog type not being exported. Change 3471875 on 2017/06/02 by John.Barrett Fixed code that was trying to send NetConnection packets from the server to the client, too early - and tidied up related checks. #JIRA UE-45637 Change 3473030 on 2017/06/04 by John.Barrett Fixed replay incomaptibility with recent sequence/handshake changes. Change 3476313 on 2017/06/06 by Ryan.Gerleve Add initial reliable sequence numbers to the log in UNetConnection::InitSequence. Change 3478649 on 2017/06/07 by Ryan.Gerleve Add additional logging for the case where a channel open command is received by a channel that's already opened locally. Change 3482926 on 2017/06/09 by John.Barrett First pass at Minimal Client refactor for NetcodeUnitTest - split basic/minimal client code out of ClientUnitTest, into its own class - while preserving existing ClientUnitTest interface. This will allow multiple minimal clients per unit test, where only one could be used before (necessary for games that require a beacon + game connection). Added reflection support for weak UObject properties. Added MCP requirements flag for unit tests. Process pipe reading tweaks, to avoid UI freezes. Change 3485179 on 2017/06/12 by Ryan.Gerleve Add backwards-compatibility macros for random initial packet sequence changes so that game plugins can check them. Change 3489040 on 2017/06/14 by John.Barrett Removed OnlineSubsystem dependencies. [CL 3495525 by Ryan Gerleve in Main branch] |
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5275490168 |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3233612 on 2016/12/13 by Ben.Marsh UGS: Fix cases where precompiled binaries are submitted for a content change. Change 3235584 on 2016/12/14 by Ben.Marsh UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead. Change 3235741 on 2016/12/14 by Ben.Marsh UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself. Change 3238176 on 2016/12/16 by Ben.Marsh UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs. Change 3238249 on 2016/12/16 by Ben.Marsh UBT: Add attribute-driven command line parser. Change 3238462 on 2016/12/16 by Ben.Marsh UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly. Change 3238564 on 2016/12/16 by Ben.Marsh UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor. Change 3239919 on 2016/12/19 by Ben.Marsh UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined. Change |
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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] |
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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] |
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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] |
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92ec2b8239 |
Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch] |
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5e3d9ad4d7 |
Updated/refactored PacketHandler code, and gave UNetConnections a PacketHandler by default.
- Split [PacketHandlerComponents].Components ini setting, into an array, instead of one string. - Give UNetConnection's a PacketHandler by default (for future handshake code). - Refactored/cleaned-up a lot of PacketHandler code. [CL 2711763 by John Barrett in Main branch] |
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e8a5753aaa |
Encryption Handler Components
[CL 2622190 by James Knight in Main branch] |