Commit Graph

16 Commits

Author SHA1 Message Date
Peter Sauerbrei
498f7cd482 fix for Plugins not being found when -nocompile is provided
fix for generating Target.cs when -nocodeproject is provided (removed -nocodeproject as it is no longer needed due to other fixes)
default plugins no longer cause a target file to be generated
#codereview ankit.khare, josh.adams, daniel.lamb

[CL 2473705 by Peter Sauerbrei in Main branch]
2015-03-10 09:50:47 -04:00
Robert Manuszewski
c74e90e263 Making sure AutomationTool does not let UBT delete junk files multiple times in the same AutomationTool run. Added the option to completely disable junk removal in UAT.
[CL 2469983 by Robert Manuszewski in Main branch]
2015-03-05 07:53:52 -05:00
Jaroslaw Palczynski
ad6b17577e UE-7755: UBT reporting VS2012 as an unsupported compiler even when UAT was passed -NoCompile
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]
2015-02-04 04:24:32 -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
Ben Marsh
7e28913abb Add command line parameter to disable autosdks in UAT.
#codereview Marcus.Wassmer

[CL 2370078 by Ben Marsh in Main branch]
2014-11-25 17:54:11 -05:00
Marcus Wassmer
227f60125e Add PS4 VSI to build machine autosdk handling. Should fix third party lib building (PhysX)
Change PhysX to build with VS2013 for PS4 rather than VS2010
#codereview ori.cohen

[CL 2366658 by Marcus Wassmer in Main branch]
2014-11-20 15:05:06 -05:00
Robert Manuszewski
de5950fa40 UAT: Fix for IsBuildMachine not being set when running with invalid commandline
[CL 2286422 by Robert Manuszewski in Main branch]
2014-09-05 12:41:18 -04:00
Michael Trepka
9e422fc64e Fixed a problem with UBT not having bRunningRocket set when called directly from UAT
#codereview Ben.Marsh

[CL 2176057 by Michael Trepka in Main branch]
2014-07-08 12:54:23 -04:00
Robert Manuszewski
4f64ccc430 Fix for 'Runuat -help' crash on exit
[CL 2068459 by Robert Manuszewski in Main branch]
2014-05-09 14:32:42 -04:00
Robert Manuszewski
93c28d3d12 UAT: Removing -p4cl, adding DoesNotNettP4CL attribute
[CL 2056587 by Robert Manuszewski in Main branch]
2014-04-25 13:15:17 -04:00
Robert Manuszewski
b02c7d32e4 UAT: -p4cl will now automatically imply -p4
[CL 2056150 by Robert Manuszewski in Main branch]
2014-04-25 01:27:19 -04:00
Robert Manuszewski
a4555d92e8 #UE4 - UAT performance improvements when p4 is required:
- In local runs UAT will no longer attempt to autodetect the current CL# if not asked to (with -p4cl command line param)
- Small client detection performance improvements - added client filter based on a known path under the client root.
- More logging during p4 autodetection

[CL 2053356 by Robert Manuszewski in Main branch]
2014-04-23 20:07:00 -04:00
Robert Manuszewski
563da04a92 #UE4 - UAT Improvements:
- Project rules will now be stored in EngineSavedFolder when running non-installed UAT, otherwise in Temp/UAT/EscapedRoot folder
- Added CommandUtils.EscapePath utility function
- Moved DeleteDirectoryContents function from LocalBuildEnvironment to CommandUtils
- Added code to clean rules folder up on startup.

#codereview gil.gribb

[CL 2044393 by Robert Manuszewski in Main branch]
2014-04-23 18:28:28 -04:00
Steve Robb
c34468ca19 #ttp LOCALIZATION: EDITOR: Packaging log displays Unicode characters as ?
#change The engine now accepts a -UTF8Output command line argument which allows the output stream to be in the correct mode.
#change UAT accepts the same UTF8Output parameter to allow the connecting streams to be in the correct mode too (though it's currently only passed during the UnrealPak invocation).
#add FPlatformMisc::SetUTF8Output added to allow the opting-in of a UTF-8 output stream in Windows.

#codereview robert.manuszewski

[CL 2043167 by Steve Robb in Main branch]
2014-04-23 18:15:18 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00