Ben Marsh
b2acdadf67
Remove unnecessary UEBuildTarget parameter being passed to build platforms.
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[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.
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[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.
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[CL 2707182 by Ben Marsh in Main branch]
2015-09-26 14:41:15 -04:00
Martin Mittring
29f89a390c
Integrate from Orion
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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
Peter Knepley
41e1a47fec
StageNonMonolithic going away in favor of build reciepts
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Merging 2621823
//depot/UE4-UT/...
to //depot/UE4/...
#codereview James.Golding
[CL 2706506 by Peter Knepley in Main branch]
2015-09-25 14:24:14 -04:00
Martin Mittring
6346400388
nicer comments
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[CL 2706429 by Martin Mittring in Main branch]
2015-09-25 13:50:56 -04:00
Ben Marsh
661ec2ffae
Fix parsing of changelist descriptions that contain '\\r' characters. Was previously treating it at the end of the changelist summary, and throwing an exception when the next line wasn't "Affected Files".
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[CL 2706267 by Ben Marsh in Main branch]
2015-09-25 11:55:25 -04:00
Ben Marsh
385dcb4a3d
Instance deployment handlers, rather than having a single shared instance. Required to support multiple build targets in UBT. Creation is through a method on the UEBuildPlatform.
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[CL 2706031 by Ben Marsh in Main branch]
2015-09-25 08:37:49 -04:00
Jaroslaw Surowiec
e2390285a6
CrashReport-Client - Crash fix when there is no crash in the queue
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[CL 2706009 by Jaroslaw Surowiec in Main branch]
2015-09-25 07:47:21 -04:00
Dmitry Rekman
e37e785445
Linux: fix reporting memory stats (OR-7349, UE-9538).
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#codereview Michael.Trepka
(Merging CL 2705697 to the main branch).
[CL 2705727 by Dmitry Rekman in Main branch]
2015-09-24 23:20:01 -04:00
Jaroslaw Surowiec
faaff4f5be
#jira UE-21185
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Update buttons on CrashReporter window to encourage submission
[CL 2704880 by Jaroslaw Surowiec in Main branch]
2015-09-24 14:43:48 -04:00
Ben Marsh
c1309e87c1
Remove RootIfAnyForTempStorage(). Now that we zip everything before transferring to temp storage, we don't need to worry about the root path length. It's stored relative to the zip root anyway.
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[CL 2704864 by Ben Marsh in Main branch]
2015-09-24 14:33:53 -04:00
Ben Marsh
0723896cb2
Add telemetry event for the time taken to perform a build, including the number of compile actions, link actions, pch actions, and list of the targets.
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#codereview Wes.Hunt
[CL 2704862 by Ben Marsh in Main branch]
2015-09-24 14:32:06 -04:00
Jamie Dale
75e6e25ae3
Updated the BuildEngineLocalization node name to match the naming convention of other GUBP nodes
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[CL 2704837 by Jamie Dale in Main branch]
2015-09-24 14:21:46 -04:00
Jamie Dale
7ef1fcbc96
Renamed the BuildLocalization node to BuildEngineLocalization in order to better reflect its actual role
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#codereview Ben.Marsh
[CL 2704825 by Jamie Dale in Main branch]
2015-09-24 14:17:26 -04:00
Ben Marsh
2802f43c08
Convert everything in UBT to use standard C# XML comments, so IntelliSense can display useful information in tooltips.
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[CL 2704759 by Ben Marsh in Main branch]
2015-09-24 13:47:13 -04:00
Bob Tellez
931a19fb7f
[AUTOMERGE]
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#UE4 Staging ShaderCache and ShaderCodeCache files if they exist when creating a pak file.
#codereview Mark.Satterthwaite, Michael.Trepka
--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2704677 by Bob.Tellez on 2015/09/24 12:49:19.
[CL 2704678 by Bob Tellez in Main branch]
2015-09-24 12:49:43 -04:00
Ben Marsh
df83418aeb
Auto-format UBT for consistent spacing. All default Visual Studio settings, but tabs instead of spaces.
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[CL 2704665 by Ben Marsh in Main branch]
2015-09-24 12:37:21 -04:00
Jamie Dale
1321916545
Made the Localise automation script more data driven, and removed some hard-coded assumptions
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The Localise automation script processing was failing as we have acquired the "zh-Hans-CN" culture in our OneSky project, but the UE4 commandlet doesn't generate that culture, only "zh-CN". This was causing the script to fail as it couldn't find the data for that culture in Perforce.
This change has the Localise automation script read the same config file that the UE4 commandlet will use, and then use that config file data to work out what cultures it will export/upload to OneSky.
This change should also make the script generic enough for it to be used for other projects (once we can pass in the arguments on the command line).
[CL 2704649 by Jamie Dale in Main branch]
2015-09-24 12:25:10 -04:00
Jaroslaw Surowiec
6ea215e690
CrashReport-Client - Fixes for Mac
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[CL 2704449 by Jaroslaw Surowiec in Main branch]
2015-09-24 10:58:26 -04:00
Ben Marsh
ccb3451d02
Reduce priority for Documentation builds, and decrease the frequency.
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[CL 2704277 by Ben Marsh in Main branch]
2015-09-24 09:43:51 -04:00
Ben Marsh
cc7141d2c0
Reenable documentation builds in main branch.
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[CL 2704274 by Ben Marsh in Main branch]
2015-09-24 09:40:47 -04:00
Lee Clark
7e82c793e5
Merging - cl# 2704196 - PS4 - Don't add PS4 c# projects if PS4 SDK is not installed
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[CL 2704201 by Lee Clark in Main branch]
2015-09-24 08:16:36 -04:00
Ben Marsh
7428769139
Fix misplaced parenthesis
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[CL 2704193 by Ben Marsh in Main branch]
2015-09-24 08:09:11 -04:00
Ben Marsh
5a0150033b
Remove calls to UEToolChain.GetPlatformToolChain(). iOS and Mac deployment for remote tool chains is now done through UEToolChain.PostBuildSync() rather than UEBuildDeploy.PrepTargetForDeploy().
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#codereview Peter.Sauerbrei
[CL 2704192 by Ben Marsh in Main branch]
2015-09-24 08:08:38 -04:00