Commit Graph

3720 Commits

Author SHA1 Message Date
Jeff Campeau
b33e0f2140 Fix min ruleset warning in VS2015
[CL 2709859 by Jeff Campeau in Main branch]
2015-09-29 14:36:58 -04:00
Michael Trepka
d9a337be58 Rearranged link command building in MacToolChain to not require third party libs to have "lib" prefix
[CL 2709715 by Michael Trepka in Main branch]
2015-09-29 13:26:47 -04:00
Jeff Campeau
1388452b5b VS2015 now the default toolchain for Windows
Fallback to 2013 is automatic if 2015 is not installed or a platform SDK is detected that doesn't support the new IDE
Manual override is available via -2013
#platformnotify Josh.Adams

[CL 2709701 by Jeff Campeau in Main branch]
2015-09-29 13:17:32 -04:00
Ben Marsh
a1bfbcd0d5 Split the ModifyModuleRules() method into two parts; one which is called only for the active platform (ModifyModuleRulesForActivePlatform), and one which is called on all platforms for a host platform (ModifyModuleRulesForOtherPlatform).
[CL 2709436 by Ben Marsh in Main branch]
2015-09-29 10:44:49 -04:00
Terence Burns
f89256dd0e Rebuild Lightmaps Commandlet
Runs a lighting build for specific, or all, map(s). Reusing the ResavePackages commandlet. The commandline for the commandlet is:
ProjectName -run=resavepackages -buildlighting -allowcommandletrendering -map=optionalmapname

Script added to UAT to automate the process. The commandline for this is:
RebuildLightmaps -project="My:/Absolute/Project/Path.uproject" -MapsToRebuildLightMaps=OptionalMapName

[CL 2709358 by Terence Burns in Main branch]
2015-09-29 10:04:26 -04:00
Ben Marsh
69546a4c63 Disable the compiler toolchain log message when we're generating project files on Linux; we're not actually compiling anything (just creating a large number of targets), so it's not helpful.
#codereview Dmitry.Rekman

[CL 2709255 by Ben Marsh in Main branch]
2015-09-29 08:57:36 -04:00
Ben Marsh
1adc540d76 Instance UEBuildPlatform for each supported platform so we don't have to keep passing an UnrealTargetPlatform back into it, and separate the SDK logic for each group of platforms into a separate class (UEBuildPlatformSDK). Add a new factory class (UEBuildPlatformFactory) for creating them and binding them together.
[CL 2709253 by Ben Marsh in Main branch]
2015-09-29 08:56:10 -04:00
Rolando Caloca
2c7609d41d UE4 - CCT - Fix some cmd lines (atomic, packed globals into ub)
#codereview Mark.Satterthwaite, Michael.Trepka

[CL 2708321 by Rolando Caloca in Main branch]
2015-09-28 16:09:22 -04:00
Ben Zeigler
59ab04456f Merging up to CL #2705955 using UE4-Fortnite-To-UE4
Notable changes:

2696075
- Change ALobbyBeaconHost::Init and ALobbyBeaconHost::SetupLobbyState to be virtual
- Add new function APartyBeaconHost::GetMaxReservations, for getting the maximum number of reservations allowed by the beacon
- Add new delegate and associated RPC to APartyBeaconClient for when reservations on the host beacon are full
   - Behavior change: Full reservation fires the new delegate and not  ClientSendReservationUpdates

2687900
only sort session search results if there are any

2697435
fixed invalidating crowd's navmesh boundary data, tile salt was not increased during rebuilds

2686334
Added a blueprint library function to get attribute values from an ability system component.

2694255
Abilities that are triggered by events are now triggered by children of the events that trigger them. For example an ability that is triggered by A.B would now also be triggered by A.B.C.

2694384
When triggering abilities send the original tag so triggers that aren't an exact match can choose not to respond.

2692521
Fixes issue using nav mesh walking where AIs would pop up on top of geometry
- We now use the surface closest to the target nav location, rather than tracing downwards from above and using the first surface we find

2699230
Put the Mac.HighPrecisionDisableMouseCoalescing & Mac.HighPrecisionDisableMouseAcceleration CVars into the 'io.' rather than 'r.' groups where they belong.

[CL 2708199 by Ben Zeigler in Main branch]
2015-09-28 15:02:27 -04:00
Dan Oconnor
d6625b676d Changes required to support unicode (or otherwise invalid) class names for blueprints converted to native types. We now add a postfix (__pf) to native types generated for blueprints. We also overwrite invalid symbols (ie, +, - or unicode characters) found in blueprint asset names. All dynamic classes now need to explicitly specify a name.
#codereview Maciej.Mroz

[CL 2708146 by Dan Oconnor in Main branch]
2015-09-28 14:27:23 -04:00
Ori Cohen
ac600eb220 Added the ability to use CHECKED physix libs. Binaries pending
[CL 2707831 by Ori Cohen in Main branch]
2015-09-28 11:47:42 -04:00
Ben Marsh
d2b6205b1c Add 'Enabled as helper' setting to XGE telemetry.
[CL 2707717 by Ben Marsh in Main branch]
2015-09-28 10:54:54 -04:00
Robert Manuszewski
ea91389e42 Merging CL #2807711:
[BuildWatcher] UAT: Downgrading UploadSymbols warning to log message

[CL 2707714 by Robert Manuszewski in Main branch]
2015-09-28 10:53:27 -04:00
Ben Marsh
a3247a4c00 Send a telemetry event with the current machine's XGE settings.
#codereview Wes.Hunt

[CL 2707580 by Ben Marsh in Main branch]
2015-09-28 08:54:37 -04:00
Ben Marsh
cf74e40827 Delete the dependency cache file if it's corrupt or versioned incorrectly, and can't be read.
[CL 2707559 by Ben Marsh in Main branch]
2015-09-28 08:31:04 -04:00
Jaroslaw Surowiec
d10cd30f92 CrashReport-Client - Fixed issue with full crash dump configuration
[CL 2707555 by Jaroslaw Surowiec in Main branch]
2015-09-28 08:23:21 -04:00
Ben Marsh
291c6dd533 Merge UEBuildPlatform.GetExtraModules() and UEBuildPlatform.SetupBinaries(), because they were being used for the same purpose.
[CL 2707277 by Ben Marsh in Main branch]
2015-09-27 14:50:58 -04:00
Ben Marsh
a13190c7a7 Move setting for a target's preferred sub-platform into UEBuildConfiguration, rather than the target rules. Saves having to do hacky stuff like command line parsing from inside the build platform.
[CL 2707268 by Ben Marsh in Main branch]
2015-09-27 14:23:00 -04:00
Ben Marsh
b02ae25951 Pass the compile and link environment directly to UEBuildPlatform.SetupConfigurationEnvironment(), it breaks encapsulation to pass the target directly.
[CL 2707265 by Ben Marsh in Main branch]
2015-09-27 13:47:35 -04:00
Ben Marsh
fb458cad45 Remove IUEBuildPlatform; nothing is using it.
[CL 2707262 by Ben Marsh in Main branch]
2015-09-27 13:32:44 -04:00
Ben Marsh
1755061f18 Remove a reference to the global uproject file.
[CL 2707257 by Ben Marsh in Main branch]
2015-09-27 13:14:32 -04:00
Ben Marsh
b2acdadf67 Remove unnecessary UEBuildTarget parameter being passed to build platforms.
[CL 2707256 by Ben Marsh in Main branch]
2015-09-27 13:10:21 -04:00
Ben Marsh
0aa484bda0 Toolchains are now instanced to allow storing project and target specific configuration details. Required for UBT to support multiple targets. Removed IUEToolChain, which wasn't being used directly.
[CL 2707252 by Ben Marsh in Main branch]
2015-09-27 13:05:49 -04:00
Ben Marsh
57097692aa Change deployment context and project params to use file references rather than raw paths.
[CL 2707182 by Ben Marsh in Main branch]
2015-09-26 14:41:15 -04:00
Martin Mittring
29f89a390c Integrate from Orion
CL 2704794 2704931 2704948 2704962 2705238 2706353 2700643 2705458

        Uniform Buffer layout name

and

more debug info for this and other bugs: OR-7159 CRASH: Client crashed at start of match in D3D11Commands.cpp

Adding OptionalData (key value pairs) to the shaders (to put shader name into the shader code for better debugging), affects all RHI, invalidate DDC key for all shaders, cleanup existing code (was adding 0/1/5 bytes and had to compensate in many areas)

OptionalData:
key is a char, value is up to 255 bytes, up to 64K in total

#platformnotify Josh.Adams

[CL 2706923 by Martin Mittring in Main branch]
2015-09-25 17:34:00 -04:00