* 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]
- Moved Windows code from DesktopPlatform module to Core.
- All other platforms aren't implemented yet, but should compile (fixes CIS).
#codereview Dan.Hertzka, Matt.Kuhlenschmidt, Michael.Trepka, Josh.Adams
[CL 2409470 by Dmitry Rekman in Main branch]
- Added IDesktopPlatform::GetUserTempPath() and implemented it for windows
- Created SGetSuggestedIDEWidget class that handles whether to show a "Download X" hyperlink vs. an "Install X" button (depending on whether the platform supports on-demand installation)
- Analytics event added ("Editor.Usage.InstalledIDE") that fires whenever the "Install X" button is clicked
- Changed SourceCodeIDEURL_Windows in BaseEditor.ini from the VSC 2013 web page link to the installer download link (need to replace with perma-link once we have it)
[CL 2409158 by Dan Hertzka in Main branch]
FScopedSlowTask has been refactored to better allow for nesting of slow operations. This allows us to cascade nested scopes and provide accurate feedback on slow tasks. FScopedSlowTasks now work together when nested inside sub functions. Break up long functions that contain calls to multiple nested FScopedSlowTasks with FScopedSlowTask::EnterProgressFrame().
Example Usage:
void DoSlowWork()
{
FScopedSlowTask Progress(2.f, LOCTEXT("DoingSlowWork", "Doing Slow Work..."));
// Optionally make this show a dialog if not already shown
Progress.MakeDialog();
// Indicate that we are entering a frame representing 1 unit of work
Progress.EnterProgressFrame(1.f);
// DoFirstThing() can follow a similar pattern of creating a scope divided into frames. These contribute to their parent's progress frame proportionately.
DoFirstThing();
Progress.EnterProgressFrame(1.f);
DoSecondThing();
}
This addresses TTP#338602 - NEEDS REVIEW: Editor progress bars nearly always just show 100%, don't offer useful indication of progress
[CL 2322391 by Andrew Rodham in Main branch]
- removed dummy UClasses (no longer needed)
- removed file header comments (not used)
- removed duplicated function documentation in cpp files
- documentation cleanup, punctuation, spelling etc.
- pragma once include guards (now work on all platforms)
- relative public includes (are auto-discovered by UBT)
- fixed too many/too few line breaks
- deleted empty files
- missing override
- NULL to nullptr
[CL 2305058 by Max Preussner in Main branch]
#change Added (desktop) platform abstraction for checking if UBT is running. Fully functional for Windows, WIP for Mac and Linux (should work, but can give false positives)
[CL 2302894 by Robert Manuszewski in Main branch]
- Fixed bad casting in "slow task" window creation code
- Also added comment about treating warnings as errors with Clang
[CL 2260828 by Mike Fricker in Main branch]
Fixed CONSTEXPR definitions.
Converted EFontImportFlags to an enum class in order to test this feature.
#codereview robert.manuszewski,john.barrett
[CL 2254804 by Steve Robb in Main branch]
refactored tga code to allows use outside of EditorFactories.cpp
added support for grayscale jpeg
fix memory leak in jpeg code
changes in AssetTools to allow to specify precise factory when multiple factories support the same filetype
changes in Plugin.cs to allow binary only plugins
exposed parts of engine API to other modules
[CL 2108453 by Matt Kuhlenschmidt in Main branch]