Commit Graph

26 Commits

Author SHA1 Message Date
Dmitry Rekman
aa4a3de045 Linux: add stubbed file for UE4EditorServices.
- Gets built as a part of GUBP Tools node.

[CL 2508889 by Dmitry Rekman in Main branch]
2015-04-10 16:19:58 -04:00
Ben Marsh
ddf1fa6832 Remove bBuildRocket from GUBP_AlwaysBuildWithTools; doesn't seem to be needed any more (and if it is, we need to fix it in a way that doesn't make "rocket" distinctions)
[CL 2476687 by Ben Marsh in Main branch]
2015-03-12 08:29:35 -04:00
Mark Satterthwaite
88751c6da8 Rewritten debug symbol handling for OS X to allow creation of dSYM bundles & symbol stripping of executables.
- The MacToolChain will emit dSYMs and strip executables when the UBT configuration enables bGeneratedSYMFile, just like iOS.
- Symbol stripping requires generating dSYMs to prevent creation of non-debuggable builds whose crash reports would be unresolvable.
- To avoid a dependency on the Private framework CoreSymbolication all symbols from that framework are loaded dynamically & can only be used within programs, not the game or the editor, as CoreSymbolication is incompatible with non-ANSI malloc implementations.
- Added an initial platform-agnostic API for querying debug symbol info, including a generic database format that can be queried on otherwise incompatible platforms.
- Added UnrealAtoS that emulates Apple's atos to resolve symbols using the generic database or the platform API (CoreSymbolication on OS X) which on OS X is used by the editor to gather symbol info for CodeView.
- Added DSymExporter which will export Apple debug symbol data from Mach-O binaries, including the payload within a .dSYM bundle, to the generic format so that the crash report server may one day read the data without needing a Mac to symbolicate reports.
- Initial SymbolDebugger & MinidumpDiagnostics support on OS X.
#codereview michael.trepka, Jaroslaw.Surowiec, lee.clark, peter.sauerbrei

[CL 2466299 by Mark Satterthwaite in Main branch]
2015-03-02 10:21:50 -05:00
Kellan Carr
ddda49604d build script, add cross compile node on windows for linux, remove linux compiles from win64 tools node
[CL 2398710 by Kellan Carr in Main branch]
2015-01-06 10:24:25 -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
dcebbfdf50 Fixup more copyright messages to be in a consistent format.
[CL 2379543 by Ben Marsh in Main branch]
2014-12-07 14:26:13 -05:00
Michael Trepka
1d5a0d5506 Updated engine code to compile correctly with OS X 10.10 SDK, added SDK detection to MacToolChain (based on iOS one)
#codereview Mark.Satterthwaite

[CL 2325808 by Michael Trepka in Main branch]
2014-10-10 15:07:46 -04:00
Max Preussner
6510058ee7 Core: Moved Json out of Core and into its own module
The main changes are as follows:

1. moved Json out of Core into own module 'Json'
2. moved 3 i10n classes (Json serializers) from Core into a new module 'Internationalization' *
3. fixed up 2 i10n classes in Core to not instantiate the 3 Json-based classes. instead they are now passed in as a dependency

*) (2) and (3) were required to decouple the I10n code in Core from Json. Much of the i10n code probably doesn't belong into Core in the first place, but there is no time to fix this right now.

The following cosmetic changes were also made:

- NULL to nullptr
- namespaced enums to enum classes
- renamed the three i10n Json serializer classes to comply with naming conventions
- removed file header comments (not used)
- documentation, spelling, spacing etc,

#UpgradeNotes: If your module is including Json.h then you have to add 'Json' to your Build.cs module dependencies.

#ReviewedBy: justin.sargent, saul.abreu

[CL 2310420 by Max Preussner in Main branch]
2014-09-25 18:03:04 -04:00
Carlos Cuello
3d1660ea6d [INTEGRATE] UE4-LauncherRelease->UE4 integrate integrate latest from LauncherReleases, including fixes for various issues that we've released the past month, and the new engine slot and notification systems
[CL 2248562 by Carlos Cuello in Main branch]
2014-08-08 11:33:23 -04:00
Michael Trepka
67480eeae6 Improved the code for enumerating installed engine versions in UE4EditorServices so that it doesn't include incomplete or deleted installs
[CL 2227134 by Michael Trepka in Main branch]
2014-07-22 14:10:50 -04:00
Marcus Wassmer
dfc7fdff68 Fix Rocket build.
#codereview gil.gribb

[CL 2226087 by Marcus Wassmer in Main branch]
2014-07-21 18:06:25 -04:00
Carlos Cuello
d2f797b853 [INTEGRATE] Merging using UE4-LauncherReleasesTo-UE4 all up to cl 2111815
[CL 2111984 by Carlos Cuello in Main branch]
2014-06-20 13:37:52 -04:00
Michael Trepka
572939db4b Merging CL #2100803 to Main (Added "Choose UE4 Editor..." title to Select Unreal Engine Version window on Mac)
[CL 2100824 by Michael Trepka in Main branch]
2014-06-10 16:46:16 -04:00
Michael Trepka
13ff1736af Merging CL #2100598 to Main (Fixed showing of engine version selector window without a nib file in UE4EditorServices)
[CL 2100602 by Michael Trepka in Main branch]
2014-06-10 16:44:14 -04:00
Michael Trepka
e0b50589d2 Removed Mac MainMenu.xib, the app and window menus are now generated dynamically.
[CL 2088627 by Michael Trepka in Main branch]
2014-05-29 17:46:24 -04:00
Bob Tellez
ab8c090a38 UE4: Removed bCompileNetworkProfiler. USE_NETWORK_PROFILER is now true whenever STATS is also true. Also, removed some platform-specific code in NetworkProfiler.cpp
[CL 2082160 by Bob Tellez in Main branch]
2014-05-22 14:04:35 -04:00
Ben Marsh
63f9963d59 Removing calls to clean a project when switching versions. Paranoid that it might do the wrong thing more often than the right thing after seeing a bug in the engine association code yesterday, since UBT running successfully has so many preconditions.
#codereview Michael.Trepka

[CL 2075510 by Ben Marsh in Main branch]
2014-05-16 10:12:28 -04:00
Michael Trepka
9524d01322 Updated Mac UE4EditorServices to use CleanGameProject(), bumped its version number and added missing uproject icon file to manifest
[CL 2074312 by Michael Trepka in Main branch]
2014-05-15 12:17:41 -04:00
Michael Trepka
8d53b37c7a Updated .uproject icon for Mac
[CL 2065652 by Michael Trepka in Main branch]
2014-05-07 11:14:48 -04:00
Michael Trepka
059be29435 Added support for custom .uproject icon on Mac plus a temp icon.
[CL 2061418 by Michael Trepka in Main branch]
2014-05-01 17:35:17 -04:00
Michael Trepka
df037b2070 Changed the path for temp project created by UE4EditorServices
[CL 2054390 by Michael Trepka in Main branch]
2014-04-23 20:16:45 -04:00
Michael Trepka
bfb533b80e Added CFBundleShortVersionString to UE4EditorServices and edited Mac FixDependencyFiles script to copy services app to ~/Library/Services
[CL 2050262 by Michael Trepka in Main branch]
2014-04-23 19:41:34 -04:00
Michael Trepka
cce5074eb1 Added Windows Main file for UE4EditorServices so that GUBP doesn't complain
[CL 2046904 by Michael Trepka in Main branch]
2014-04-23 19:02:47 -04:00
Michael Trepka
5b646dd288 New version of UE4EditorServices (Mac tool for opening uproject files etc.)
[CL 2046760 by Michael Trepka in Main branch]
2014-04-23 18:59:02 -04:00
Mark Satterthwaite
e020761b24 #ttp 330910 Mac: UE4EditorServices.app does not run from Matching UE4Editor.app location
#branch UE4
#project UE4EditorServices
#summary Give the UE4EditorServices the option to choose which editor executable to use to launch with or generate Xcode projects for.
#change Add a simple window, with pop-up menu for selecting which version of the editor to use for launching/building.
#change When handling services, if there are multiple editors installed then ask the user which to use, the dialog can be suppressed and can be forcibly shown (hold Alt when activating the service).
reviewedby michael.trepka

[CL 2042404 by Mark Satterthwaite in Main branch]
2014-04-23 18:03:20 -04:00