- 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]
* Moved Slate.h into SlateBasics.h and began shifting less commonly used headers into SlateExtras.h.
* Slate.h now simply includes SlateBasics.h and SlateExtras.h.
* Slate.h includes a deprecated warning now to indicate that SlateBasics.h + specific includes should be used instead.
* Moved dozens of inlined functions using Slate widgets into .cpp files to avoid header dependencies.
* All code samples now include SlateBasics.h and SlateExtras.h so future shifts will not break most those projects, but not trigger the deprecation warning of including Slate.h.
#BUN
[CL 2329610 by Wes Hunt in Main branch]
Cocoa isn't an event-polling API as UE4 expects, so previously we were subverting the NSApplication's event handling to pretend that it was. When the engine wasn't running the event loop fast enough, such as when loading where it isn't processed at all, this resulted in unresponsive windows and Spinning-Beachball-Of-Death. That isn't very satisfactory & to some users appears as if the application has crashed. To address these deficiencies without further attempts to subvert Cocoa, the game is now punted onto a separate thread where it can run its own tight-loop, leaving the main thread to handle the Cocoa event run-loop. Events are captured by delegate objects, as Cocoa requires, but dispatched and handled on the game thread which makes Cocoa appear more like other platform APIs to the higher-level UE4 code.
This can all be disabled using the MAC_SEPARATE_GAME_THREAD define in CocoaThread.cpp.
#codereview michael.trepka
[CL 2262543 by Mark Satterthwaite in Main branch]
Other Updates:
- The WidgetReflector is now in its own module as well. It will be converted to a plug-in later.
- The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed.
- Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed.
- Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.)
Upgrade Notes:
- The Slate Remote Server is currently disabled - will be re-enabled shortly!
- If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file.
- If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore'
- The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed
- IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget()
Troubleshooting:
- After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project
- If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore'
- If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine
[CL 2057118 by Max Preussner in Main branch]
#summary Replaced instances of DragDrop::IsTypeMatch with FDragDropEvent::GetOperationAs()
#note Please change any instances of DragDrop::IsTypeMatch for the templated FDragDropEvent::GetOperationAs<>() or FDragDropOperation::IsOfType<>() where necessary
#proj Editor
#branch UE4
#reviewedby Nick.Atamas
[CL 2042222 by Andrew Rodham in Main branch]