Commit Graph

37 Commits

Author SHA1 Message Date
Wes Hunt
0255802490 Enable /Bt+ and /time+ in VC local builds when UEBuildWindows.bLogDetailedCompilerTimingInfo is true.
#codereview:mike.fricker

[CL 2528520 by Wes Hunt in Main branch]
2015-04-28 10:53:30 -04:00
Marcus Wassmer
0ba5c5f2e1 Merge Morpheus 120hz and reprojection support.
Also fixes for NGS2A3D

[CL 2521711 by Marcus Wassmer in Main branch]
2015-04-22 16:41:54 -04:00
Marcus Wassmer
a0682fd4e2 Support for new Morpheus HMD Server. Morpheus PC preview now works. TargetSettings must set Demo mode to 'Demo'.
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]
2015-04-08 17:24:01 -04:00
Mike Fricker
701ad40823 Improved support for Clang C++ compiler on Windows
- 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]
2015-03-27 16:44:10 -04:00
Matthew Griffin
8b67140afc [INTEGRATE] Change 2449602 by Ben.Marsh@Ben.Marsh_T3245_Clean on 2015/02/17 21:30:32
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]
2015-02-18 09:22:42 -05:00
Josh Adams
56440f0048 - First checkin for the new DesktopTargetPlatform that will be able to cook packages for Windows, Mac, and Linux. So far, cooking on Windows and Mac and run on each other (with -opengl on Windows, since Mac can't currently compile D3D shaders)
[CL 2448658 by Josh Adams in Main branch]
2015-02-17 09:57:44 -05:00
Marcus Wassmer
b8c80563ab Update Morpheus to SDK 2.0
#codereview nick.whiting,jj.hoesing

[CL 2447548 by Marcus Wassmer in Main branch]
2015-02-16 14:26:39 -05:00
Terence Burns
98eb296c1a UE-3580
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]
2015-02-03 11:57:21 -05:00
Terence Burns
bd4ef55676 Windows XP architecture added to distinguish xp builds from non xp builds
- Updated UBT to allow us to setup platform information prior to setting the intermediate directory, ran by RobM
- Removed some code that allowed uis to rename binaries. We now use architecture for our _xp suffix.
- Added clarity to the WindowsPlatform XP checks. We can now specify XP support "If Available" which atm is only the case for win32. We have an IsWindowsXPSupported() call now in the windows build platform.
- Windows XP support can now be requested through UBT on the commandline. Specify using -winxp

Kellans GUBP changes included.

#CodeReview Kellan.Carr

[CL 2422021 by Terence Burns in Main branch]
2015-01-28 08:26:51 -05:00
Peter Sauerbrei
e3cec4f164 fix for crash when running on a Mac with mono
#mac
#codereview ben.marsh

[CL 2401000 by Peter Sauerbrei in Main branch]
2015-01-08 11:21:02 -05:00
Ben Marsh
2c73578ec7 Produce an error if there is no VS2013 toolchain installed for Windows. All the VS2012 plumbing is still available for project file generation and hosting the XboxOne toolchain.
[CL 2400862 by Ben Marsh in Main branch]
2015-01-08 09:02:37 -05:00
Terence Burns
85326c651d Fix for non development windows xp builds
- We need to allow for binariy names to be overriden as opposed to appname.
- - Appname was being used as a part of the binaryname, which was fine for development but not other configs. AppName_xp-Win32-Shipping, and we needed it to be AppName-Win32-Shipping_xp.

Added the capacity to specify that XP is supported in an ini.

[CL 2398563 by Terence Burns in Main branch]
2015-01-06 05:09:35 -05:00
Mike Fricker
7d2f5740a2 Improved support for compiling and linking using Clang on Windows platform
- Disclaimer: This is all experimental forward-looking stuff, we don't recommend using this yet!
- Added native support for Clang command-line on Windows ('clang-cl' is not required, but still supported)
- Clang debug symbols are now Visual Studio compatible (use latest Clang 3.6.0 prelease build.)
- Clang linker (LLD.exe) now works with most UE4 binaries, but debug symbols won't work
- New 'WindowsPlatform.bUseVCCompilerArgs' that controls whether to the VC-style wrapper with Clang
- Implemented precompiled header support (requires native Clang binary.)  There are still a few bugs in Clang with struct packing which prevent us from using PCHs on Windows though.
- Editor still can't compile under Clang because of some DX header file issues, possibly system include related.
- Unreal Build Tool: Reduced default performance spew when using the local executor (non-XGE builds.)

[CL 2393051 by Mike Fricker in Main branch]
2014-12-18 16:52:27 -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
Mikolaj Sieluzycki
f893b88f3e Initial implementation of UnrealCodeAnalyzer.
#codereview Robert.Manuszewski

[CL 2375863 by Mikolaj Sieluzycki in Main branch]
2014-12-04 05:35:51 -05:00
Ben Marsh
0f78891b7d Add a program to bootstrap packaged games, which checks for dependencies being installed (an option to include prerequisites in the game is in the packaging settings), then starts the engine with the right commandline for the project. Takes an icon from Build/Windows/Application.ico if present (which allows setting the icon for content-only projects) or the game executable being launched. Resource files added to code projects now use this icon instead.
[CL 2307139 by Ben Marsh in Main branch]
2014-09-23 13:55:06 -04:00
Mike Fricker
2c6f571a5d Various compilation fixes for Clang on Windows platform
- Fixed some warnings and errors in Windows code when bCompileWithClang=true

[CL 2284753 by Mike Fricker in Main branch]
2014-09-04 13:15:42 -04:00
Mike Fricker
a3ab85edcc UnrealBuildTool: Even faster build iteration with bUseExperimentalFastBuildIteration
- Shaved over *half a second* of the best case iterative build times with UnrealBuildTool
- When assembling a build from an existing UBTMakefile, we now load Target information from the makefile instead of from the C# assembly

[CL 2278065 by Mike Fricker in Main branch]
2014-08-29 15:46:20 -04:00
Mike Fricker
0ac43409ca Removed various hacks for Clang on Windows that are no longer needed
- PDB files are now emitted from Clang (currently do not work with MSVC breakpoints)
- /EHsc option is now passed to the compiler (but Clang doesn't actually supported SEH exceptions yet)
- ICU is now enabled with Clang compiling

[CL 2260910 by Mike Fricker in Main branch]
2014-08-18 11:29:11 -04:00
Mike Fricker
576e39e65d UnrealBuildTool: Clang 64-bit support on Windows; LLD support
- Enables support for 64-bit compiling under Clang on Windows platform
- Adds initial support for LLVM linker on Windows (WindowsPlatform.bAllowClangLinker) (NOT working yet.)
- Miscellaneous Clang compiling fixes

[CL 2258235 by Mike Fricker in Main branch]
2014-08-15 16:13:57 -04:00
James Moran
475e678a74 WinXP+ compatible version of QueryConnectedMice() that doesn't require a WDK install
Fixes TTP#342552

#codereview Terence.Burns, Josh.Adams

[CL 2237238 by James Moran in Main branch]
2014-07-30 13:56:15 -04:00
James Moran
7879e0f2e1 Adding IsMouseAttached function to Applicatoin base class.
Added function to detect connected mice on Win64/Win32
Fixes ttp #339741

[CL 2223850 by James Moran in Main branch]
2014-07-18 16:14:21 -04:00
Marcus Wassmer
460b2d20d1 Refactor AutoSDKs in preparation for doing doing AutoSDK setup for the editor.
[CL 2223660 by Marcus Wassmer in Main branch]
2014-07-18 14:21:02 -04:00
Terence Burns
11294df2b6 Windows XP build is now configurable from the BuildConfiguration.xml file.
[CL 2211899 by Terence Burns in Main branch]
2014-07-14 05:53:00 -04:00
Jaroslaw Palczynski
42fc84293b [GitHub] 244 : UBT Visual Studio Version Autocheck
#ttp 339180

[CL 2117802 by Jaroslaw Palczynski in Main branch]
2014-06-26 06:00:21 -04:00