Commit Graph

26 Commits

Author SHA1 Message Date
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
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
Niklas Smedberg
ca14047362 Android ASTC for ES2
[CL 2475760 by Niklas Smedberg in Main branch]
2015-03-11 17:28:22 -04:00
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
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
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
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
Michael Trepka
9c522df7ef Initial support for Android deployment on Mac
[CL 2386013 by Michael Trepka in Main branch]
2014-12-11 15:30:24 -05:00
Josh Adams
fd3d1c2a1a [Important BUNs in here]
- Enabled ES31 for GitHub/P4 users (currently only works on a Tegra K1 with recent system software)
- Always use separate APKs - this means that all APKs will have -armv7-es2 (or whatever) in their name. This may affect scripts, etc people have written
- Fixed a bug when using multiple java libraries (for users who add their own libs)
- Properly collapse Android devices into a single device with multiple variants. LaunchOn will now choose the best format based on the connected device. If you want to override the format, you will need to use the ProjectLauncher
- Added Android serial number to the device type, in case you have multiple devices of the same type (also fixes [UE-3770])
#codereview niklas.smedberg,chris.babcock

[CL 2385821 by Josh Adams in Main branch]
2014-12-11 13:44:41 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Josh Adams
884c913919 - Removing ES31 Target Platform from being compiled - it won't work without the code to support it properly, which isn't quite there yet [ttp 347603]
#codereview niklas.smedberg

[CL 2314333 by Josh Adams in Main branch]
2014-09-30 11:38:37 -04:00
Thomas Sarkanen
4b0cf0acc2 Re-enable documentation link for HTML5, PS4 & XboxOne 'missing SDK' when packaging
Added a fallback to treat the path passed-in as a documentation path if the asset path doesnt correspond to a BP.

[CL 2309566 by Thomas Sarkanen in Main branch]
2014-09-25 05:55:15 -04:00
Ben Marsh
e2a2b088c0 Disable HTML5 in Rocket.
#codereview Ankit.Khare

[CL 2307290 by Ben Marsh in Main branch]
2014-09-23 15:40:21 -04:00
Ben Marsh
c9c73fece9 Support for Linux targets in binary Rocket.
#codereview Dmitry.Rekman

[CL 2305714 by Ben Marsh in Main branch]
2014-09-22 12:34:00 -04:00
Niklas Smedberg
bb8f417304 Support for OpenGL ES 3.1 + Android Extension Pack
[CL 2303212 by Niklas Smedberg in Main branch]
2014-09-18 17:49:40 -04:00
Thomas Sarkanen
304d700746 Added/edited extra tutorial contexts & added analytics
Tutorial contexts for IOS/Android/Whatever are now hooked up (console setup ones are still missing).

Analytics added for tutorial usage in various places.

Added ability to reset tutorial state with -ResetTutorials command-line flag.

Cleaned up some unused code (still a lot more to come here!).

[CL 2302314 by Thomas Sarkanen in Main branch]
2014-09-18 08:10:29 -04:00
Ankit Khare
e04b3c31a8 Fix up HTML5 Automation to correctly setup command line arguments. Make safari work correctly - it doesn't honor command line arguments like every other browser.
#ttp 342330

[CL 2298183 by Ankit Khare in Main branch]
2014-09-15 10:56:03 -04:00
Ankit Khare
4e9a5cb6ba Rocket: Enable HTML5 for rocket builds on Win64.
#codereview ben.marsh

[CL 2295409 by Ankit Khare in Main branch]
2014-09-12 15:56:47 -04:00
Peter Sauerbrei
f93df48f74 add support for detecting installed SDKs at editor start up
add support for showing the various platforms in different menus whether they are properly installed or not
update FPlatformInfo to include information about SDK status, whether or not the platform should be shown on a particular executing platform (Win, Mac, Linux), and whether or not the platform should be shown as part of the binary distribution
fixed platform target modules for IOS, Android, and HTML5 for binary release
TTP341656, TTP342449, TTP342631
#ue4
#platforms

[CL 2238535 by Peter Sauerbrei in Main branch]
2014-07-31 13:31:22 -04:00
Marcus Wassmer
6848c3405d Avoid an AutoSDK dependency on ITargetPlatformBase
#codereview peter.sauerbrei, josh.adams

[CL 2229039 by Marcus Wassmer in Main branch]
2014-07-23 17:11:42 -04:00
Jamie Dale
8e0c4e1bf8 Renamed the folders used to store the Editor/Launcher Platform icons so that the distill script doesn't strip them out
TTP# 340470 - BINARY: EDITOR: Platform icons are missing

The distill script assumes that anything inside a folder named the same as a platform name (eg, PS4) is a platform specific thing (which these icons are not). I've renamed the folders from "Platform" (eg, PS4) to "PlatformTarget" (eg, PS4Target) and updated the PlatformInfo array to reference their new location.

#codereview Ben.Marsh

[CL 2131324 by Jamie Dale in Main branch]
2014-07-03 14:09:03 -04:00
Jamie Dale
442cef0469 Fix Android flavor UAT commands
They need to specify -targetplatform=android as well as the -cookflavor

ReviewedBy Daniel.Lamb

[CL 2102054 by Jamie Dale in Main branch]
2014-06-11 13:24:14 -04:00