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MAJOR FEATURES + CHANGES
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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]
* Modules that use #import (DatabaseSupport & VisualStudioSourceCodeAccessor) are forced to be built locally due to SN-DBS limitation . These are very small modules so have a minimal impact on build time.
#codereview Mike.Fricker
[CL 2610243 by Lee Clark in Main branch]
- Two actual bugs were fixed (GitSourceControlUtils.cpp, VisualStudioSourceCodeAccessor.h)
- (These errors were found by using the Clang compiler on Windows platform)
#codereview marc.audy
[CL 2532216 by Mike Fricker in Main branch]
We already had FPlatformProcess::CreateProc/CloseProc pair (which is part of larger set with WaitForProc(), TerminateProc(), GetProcReturnCode(), etc). FProcHandle::Close() made the API more confusing (and actually introduced bugs, because it did not call CloseProc() until recently).
#codereview Josh.Adams, Robert.Manuszewski, Jaroslaw.Surowiec
[CL 2476322 by Dmitry Rekman in Main branch]
We now save the project when we add new files to via the editor. This avoids VS showing a prompt about the .vcxproj being dirty when closed.
[CL 2462427 by Jamie Dale in Main branch]
Stopped the "Compiling C++ Code" message in the editor MainFrame always having a cancel button
FModuleCompilerStartedEvent now passes a bool to say whether the hot-reload/compile operation is being run async, or whether it's blocking. We now only show the cancel button for async compiles, as the UI is otherwise blocked waiting for the compile to finish.
Added a bWaitForCompletion input parameter to DoHotReloadFromEditor. This mirrors the RebindPackages API that DoHotReloadFromEditor internally calls, and prevents UPackFactory needing to perform a manual tick.
[CL 2437789 by Matthew Griffin in Main branch]
Added a way to use DTE to add new files directly into VS without having to generate projects
This avoids the annoying "Do you want to reload?" dialog that appears in VS when projects are externally changed, and also saves us the cost/time of having to run UBT to generate projects.
[CL 2435515 by Matthew Griffin in Main branch]
Allowed the DTE VS integration to retry a file open operation if it detected a blocked instance of VS
UE-8623 - Adding new code to project opens new Visual Studio rather than using existing one
We'd previously disabled the defered opening (essentially a retry) of files if VS detection failed as it could get stuck in a loop when using a non-DTE version of VS (VS Express), however there are timing issues when we add new classes in the editor where an existing VS instance can be blocked waiting on a modal dialog.
I've changed our VS integration to report these DTE based VS instances as "blocked" rather than "unknown", and we now allow a defer on these until they become unblocked.
ReviewedBy Thomas.Sarkanen
[CL 2433390 by Matthew Griffin in Main branch]
There were two problems with this. One, I had to suppress registering build platforms in UBT if the project has no code. To achieve this I added new flag -nocodeproject and I'm passing it down from the editor to UAT.
The second one emerged after fixing previous one. The Editor was adding -build flag to the UAT if it found any of the VS 2012 or 2013. -build flag is making UAT to try to build, which fails as it is not supported on VS 2012-only system. During the discussion with platform team we came up with the solution to not check for VS 2012 in editor, as we only support it for XDK development, which requires both VSes on the system (2012 and 2013). Hence flag -build should be appended to the UAT command line if and only if there is VS2013 on the system.
[CL 2431415 by Jaroslaw Palczynski in Main branch]
* Multicast delegate Add* calls now return FDelegateHandles, and Remove* calls are now all deprecated, except for a new Remove function which takes a FDelegateHandle.
* New FConsoleManager::RegisterConsoleVariableSink_Handle and UnregisterConsoleVariableSink_Handle functions which work in terms of FConsoleVariableSinkHandle.
* Timer calls which don't take FTimerHandles are deprecated.
* FTicker::AddTicker now returns an FDelegateHandle and is removed by an overloaded Remove function.
* DEFINE_ONLINE_DELEGATE* macros now define _Handle variants of the Add/Remove functions which return/take handles.
* Various other handle-based registration changes.
* Some unity build fixes.
* Some simplification of delegate code.
* Fixes for lots of existing code to use handle-based registration and unregistration.
#codereview robert.manuszewski
[CL 2400883 by Steve Robb in Main branch]
Made sure to manually load the appropriate modules for source code access.
The hot reload dependency that VisualStudioSourceCodeAccess had was bringing in the whole editor as a dependency, so this is now restricted to editor builds.
SlateViewer now compiles in CoreUObject as the source code accessor module requires it for its settings.
TTP# 333675 - CHECKIN: SLATE: WidgetReflector code reference hyperlinks don't work anymore
#codereview Nick.Atamas,Frank.Fella
[CL 2292278 by Thomas Sarkanen in Main branch]