Commit Graph

130 Commits

Author SHA1 Message Date
Justin Sargent
75f4981862 Merging using UE4-To-UE4-LauncherDev
[CL 2517983 by Justin Sargent in Main branch]
2015-04-20 14:30:09 -04:00
Andrew Rodham
8ff0d8b98b Added config migration path for newer versions of the engine.
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).

EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.

Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)

GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.

This addresses UETOOL-270 (Most editor preferences should be project-agnostic)

[CL 2517558 by Andrew Rodham in Main branch]
2015-04-20 10:12:55 -04:00
Richard TalbotWatkin
0eac4346bf Added code to abort opening a project if the project's PackageFileUE4Version is higher than the current engine's.
#jira UE-8407 - Trying to open project from Newer version to older version of the Editor
#reviewedby Ben.Marsh

[CL 2515634 by Richard TalbotWatkin in Main branch]
2015-04-17 06:35:39 -04:00
Josh Adams
3433e6bb52 - Changed DesktopPlatform to be (Win+Mac+Linux) instead of (Win/Mac/Linux). Hopefully more clear it is all 3 combined
[CL 2505837 by Josh Adams in Main branch]
2015-04-08 16:43:55 -04:00
Josh Adams
ed509b3c2d - Fixed paths to documentation for missing SDK when doing File | Package on HTML5, PS4, XB1 [UE-13252]
#codereview peter.sauerbrei

[CL 2501595 by Josh Adams in Main branch]
2015-04-03 16:21:10 -04:00
Ben Marsh
fee619181a Make sure initial compile forwards -Rocket flag to UBT when running from source with the -Rocket argument.
#codereview Matthew.Griffin

[CL 2498804 by Ben Marsh in Main branch]
2015-04-01 13:23:00 -04:00
Mike Fricker
114458bf0f Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed

PR #1002 -- Thank you, Omar007!

[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00
Dmitry Rekman
f3953ad462 Changes to building the UBT.
- Incorporates PR #934 (fix a broken path to RunXBuild.sh when building UBT for Linux) contributed by amigo (3dluvr).
- Moved more code out of #ifdef-s to make compiler see it when compiling on all platforms.

#codereview Ben.Marsh, Jaroslaw.Palczynski

[CL 2482335 by Dmitry Rekman in Main branch]
2015-03-17 18:47:43 -04:00
Jaroslaw Palczynski
6c305898e0 UE-8578: Slate Widget fails to compile once added to a new project
Slate Widget was failing, because of missing Slate dependencies. Testing introduced a couple of problems which all was fixed by this CL:
1. I introduced AdditionalDependencies in .uproject file and change "Add Code To Project..." procedure to fill this array if needed. UBT reads this field and builds the project with required modules. Needed for Slate classes.
2. Changed UHT to #include missing headers in generated.h files if it was missing an include for it's super class. It was causing problems if we were trying to add a subclass of BrushShape -- BrushShape.h didn't have #include "Brush.h" and UBrushShape was inheriting from UBrush.
3. Above problems also occured for Slate classes, but not all of them was UCLASSes, so I had to fixed that manually.
4. "Add Code To Project..." functionality was not invalidating UBT makefiles, which lead to omitting new source files during hot-reloading (even thought it was reporting a success). This change also should improve a bit performance, cause right now there is no "gathering" step -- there is only invalidate step which is a lot quicker.
5. Fixed "Selected Class Source" link to source class in Slate Widget and Slate Widget Style class.

#codereview Robert.Manuszewski

[CL 2481488 by Jaroslaw Palczynski in Main branch]
2015-03-17 09:34:18 -04:00
Josh Adams
a98d6d5f5c - Changed Android ES31+AEP support from a TargetPlatform to a checkbox that works with any Android TP
- Moved HighQualityLightmap support check to IOSTargetPlatform so it can check project settings for Metal support
- Fixed some issues running on an x86_64 device
- Cleaned up some unused functions in TargetPlatform
#codereview niklas.smedberg

[CL 2478853 by Josh Adams in Main branch]
2015-03-13 14:05:13 -04:00
Carlos Cuello
6f1ac76399 [INTEGRATE] UE4-LauncherDev->UE4 integrate all up to cl 2475889
[CL 2478426 by Carlos Cuello in Main branch]
2015-03-13 08:26:18 -04:00
Dmitry Rekman
e7d1e64ee3 Changed calls to FProcHandle.Close() to FPlatformProcess::CloseProc().
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]
2015-03-12 00:06:15 -04:00
Niklas Smedberg
ca14047362 Android ASTC for ES2
[CL 2475760 by Niklas Smedberg in Main branch]
2015-03-11 17:28:22 -04:00
Dmitry Rekman
de842c0fda Fix for double pipe calls in DesktopPlatform/GitSCC.
- PR #873 contributed by yaakuro

https://github.com/EpicGames/UnrealEngine/pull/873

[CL 2472497 by Dmitry Rekman in Main branch]
2015-03-09 11:45:35 -04:00
Saul Abreu
79a26091bf Fixed behavior on FString::ParseIntoArray (muliple delimiters overload) functionality to support optionally culling empty strings. Greatly simplified implementation logic. Output parameter now properly named and taken by reference.
#codereview Steve.Robb, Robert.Manuszewski

[CL 2466824 by Saul Abreu in Main branch]
2015-03-02 15:51:37 -05:00
Marc Audy
5a9d2471d9 Fix shadowed variables
[CL 2456886 by Marc Audy in Main branch]
2015-02-23 16:18:13 -05:00
James Moran
f1320865f9 Many improvements to HTML5.
- Fixes to the Mac HTML5 Device selection. .app files now work correctly.
- Re-enabled HTML5 in Mac Editor.
- Added HTML5LaunchHelper executable to clean up the process of LaunchOn for HTML5.
- Improve HTML5 SDK Settings Editor interface. Only the emscripten install directory is needed now, SDK version are automatically picked up and selected for use.
- Change UnrealPak to also account for bytes saved (>64KB) and percentage size of original file (<90%) when choosing to automatically turn off compression.
- Added Server Port option for HTML5 deploy to stop clashes on port 8000
- Adding more logging for use during debugging & tracing.
- Added an option to turn on HTML5 tracing api and added calls to the api.
- Fix up check() macros to throw alert messages and be more clear that something has gone wrong on HTML5.

#codereview Ankit.Khare

[CL 2452979 by James Moran in Main branch]
2015-02-20 04:41:01 -05:00
Josh Adams
56440f0048 - First checkin for the new DesktopTargetPlatform that will be able to cook packages for Windows, Mac, and Linux. So far, cooking on Windows and Mac and run on each other (with -opengl on Windows, since Mac can't currently compile D3D shaders)
[CL 2448658 by Josh Adams in Main branch]
2015-02-17 09:57:44 -05:00
Jamie Dale
7a631aa939 Added support for "gathering" project files via the editor
This is needed for UBT to update its makefiles when we add new code via the editor.

Updating UBT makefiles is more typically handled by re-generating project files, however on Windows we use DTE to inject new files directly into Visual Studio in an attempt to avoid re-generating project files (as it produces modal popups that block operations), so we need to perform a gather instead so that UBT knows things have changed.

ReviewedBy Mike.Fricker

[CL 2446903 by Jamie Dale in Main branch]
2015-02-16 07:53:59 -05:00
Peter Sauerbrei
36a46599b0 fix for failure to cook from File|Cook
UE-9786

[CL 2445279 by Peter Sauerbrei in Main branch]
2015-02-13 15:31:12 -05:00
Peter Sauerbrei
c31a5182c3 Disable HTML5 in Mac Rocket Binary
UE-8873
#html5

[CL 2438907 by Peter Sauerbrei in Main branch]
2015-02-09 17:58:46 -05:00
Matthew Griffin
b8ff0ef0f9 [INTEGRATE] Change 2431733 by Mike.Fricker@MFRICKER_G3686_Alpha on 2015/02/04 10:34:16
Fix non-Rocket projects generated even with "-Rocket" passed

[CL 2438158 by Matthew Griffin in Main branch]
2015-02-09 11:18:22 -05:00
Matthew Griffin
e6a8ef5559 [INTEGRATE] Change 2426504 by Ben.Marsh@Ben.Marsh_T3245_Clean on 2015/01/30 17:34:30
Check for a compiler when trying to package a code project on a host platform.

[CL 2435183 by Matthew Griffin in Main branch]
2015-02-06 06:43:45 -05:00
Ben Marsh
0c9614b56a Fixes for UnrealVersionSelector:
* Only try to build UBT if it's not present in the *target* engine directory (as opposed to the running engine directory). Fixes problems with running from launcher installation.
* Fix building UBT from paths that contain spaces.
* Better logging of what's going on when trying to build UBT (and possible failure points)
* Remove duplicate entries in installation list, and make sure that every path is stored in the same way. Was allowing a number of paths to contain relative portions.

#codereview Carlos.Cuello

[CL 2424385 by Ben Marsh in Main branch]
2015-01-29 16:15:16 -05:00
Ankit Khare
35252ac72f UEPLAT-131 Enable Rocket builds for HTML5.
(Currently just on Win64 host)

#codereview kellan.carr, ben.marsh

[CL 2411843 by Ankit Khare in Main branch]
2015-01-20 01:29:07 -05:00