Pathalogical case in the ExtendingTheEditor sample was using a PCH name of: D:\\BuildFarm\\buildmachine_++depot+UE4\\Samples\\Sandbox\\ExtendingTheEditor\\Plugins\\DemoEditorExtensions\\Intermediate\\Build\\Win64\\ExtendingTheEditor\\Debug\\DemoEditorExtensionsRuntime\\PCH.DemoEditorExtensionsRuntime.DemoEditorExtensionsRuntimePrivatePCH.h.cpp
[CL 2523558 by Ben Marsh in Main branch]
- Experimenting with disabling this to see if we notice any drawbacks (seems fine after a few days of testing)
[CL 2517690 by Mike Fricker in Main branch]
Modifies postprocessing pipeline so that distortion is done on buffers scaled by ScreenPercentage. Scaling up ScreenPercentage will now have a bigger effect on aliasing in the HMD.
Modifies headtracking to be driven by VBLank events rather than the render thread. Reduces tracking loss.
#codereview Nick.Whiting,JJ.Hoesing
[CL 2505935 by Marcus Wassmer in Main branch]
- The entire editor can now be compiled using Clang on Windows. It also runs (as long as you use the MSVC linker.)
- Use UEBuildWindows.bCompileWithClang=true to help test Clang support
- Most UE4 programs can now be compiled using Clang on Windows, and linked using the Clang linker on Windows
- Many C++ syntax fixes to resolve Clang errors and warnings when on Windows
- Clang on Windows now supports PCH files properly (but not "shared" PCHs, yet.)
- Hacked the DirectX XAudio2 headers slightly to work around a macro pasting bug in Clang
[CL 2494439 by Mike Fricker in Main branch]
* Import libraries are added to the build manifest whenever precompiling modules
* UHT now just generates headers to the project directory, and headers aren't included in the engine distribution. UHT was generating them anyway, just not writing them.
* Plugins binaries now just use UE4Game prefix in Rocket (since that's where they're built from), rather than using a special name.
* Platform-specific plugins are not explicitly excluded from builds - will be stripped out by directory instead
* XMPP is not manually excluded from Rocket builds.
* Removed BuildingRocket() function.
[CL 2487163 by Ben Marsh in Main branch]
Move code which detects the VS2012 toolchain for Windows. We don't support it, and UAT calling into it can cause attempts to stage the wrong DLLs for BP-only games. Leave the plumbing around for when we introduce VS2015 support. (UE-9991)
[CL 2450053 by Matthew Griffin in Main branch]
XP support was not able to be set from Bootstrap packaged game. Which meant the subsystem version wasnt valid on xp for this.
[CL 2430072 by Terence Burns in Main branch]