Commit Graph

70 Commits

Author SHA1 Message Date
Wes Hunt
a4210fbfa5 Change AutomationTool.csproj.References to use ToolsVersion = 4.0 instead of 12.0. Shot in the dark as to why the references don't seem to be working 100% of the time. But this should match the other project stuff anyway.
#codereview:ben.marsh

[CL 2616985 by Wes Hunt in Main branch]
2015-07-10 14:24:00 -04:00
Wes Hunt
7fa290bb33 Summary: running UAT from VS is simpler and faster.
UEB-261 - Ensure that compiling AutomationTool in VS will compile all other Automation Projects
* Just set AutomationTool as your startup project and pass the command to execute.
* VS will build the script modules at build time, instead of every time at runtime.
* To make this happen, "UBT.exe -ProjectFiles" now generates a companion AutomationTool.csproj.References that make AutomationTool depend on all Automation modules.
* AutomationTool.exe defaults to not building script modules at runtime. Pass -compile if you want to dynamically build them.
* Without the .references file, AutomationTool will only build itself and you will need to pass -compile.
* RunUAT.bat still works that same, defaulting to runtime compilation and supporting -nocompile flag. It then passes -compile (or nothing) to AutomationTool.

Other
* All Automation projects target .Net 4.5. Some already were and had hard dependencies on them (Rocket and SyncGithub -> Octokit). Now that AutomationTool directly depends on them, everything had to use .Net 4.5.
* Decoupled logic for -NoCompile and -NoCompileEditor. The flags are still confusing, but -NoCompile is no longer linked to -NoCompileEditor.
* Had to leave in stub support in UAT for -NoCompile else RunUAT.bat passes it along and UAT complains that it doesn't understand it.
* Added a CommandUtils.Run option to support run command, but still output the run duration.
* Reduced the verbosity when UAT.proj is run from dozens of lines per module to a single Module -> Output line. It was looking like there were problems, but it was just msbuild spew.
#codereview:ben.marsh

[CL 2615060 by Wes Hunt in Main branch]
2015-07-09 10:15:37 -04:00
Peter Sauerbrei
def97e7e35 fix for source files not showing up in the projects for games with source
#ubt

[CL 2612662 by Peter Sauerbrei in Main branch]
2015-07-07 14:10:24 -04:00
Peter Sauerbrei
fc35305c51 changes to allow two projects to have the same plugin name
UEB-258
#codereview ben.marsh

[CL 2611443 by Peter Sauerbrei in Main branch]
2015-07-06 15:22:45 -04:00
Matthew Griffin
2bbe9c6e78 Improved Intellisense for Rocket code projects
Allow Engine Projects to be created in Rocket but only as stub projects to generate intellisense paths
Add all excluded binaries to list of Precompiled Binaries so that plugin paths are included when it comes to adding intellisense paths

[CL 2588511 by Matthew Griffin in Main branch]
2015-06-16 09:13:37 -04:00
Steve Robb
a1e663d053 Unification of environment variable harvesting, GetExecutingAssembly* functions, GetShortPathName and CaselessDictionary from UBT into DotNETUtilities.
Fixing up of existing code which used these facilities - this fixes the 'You are attempting to compile on a machine that does not have a supported compiler!' UAT error on machines with really long PATH variables, and exceptions in envvars with non-ASCII characters.

#codereview robert.manuszewski

[CL 2572445 by Steve Robb in Main branch]
2015-06-01 10:14:54 -04:00
Ben Marsh
2c87e87a6b Remove receipts from project files.
[CL 2550693 by Ben Marsh in Main branch]
2015-05-14 10:15:16 -04:00
Mike Fricker
ca39745810 Renamed WinUAP platform to UWP
- Microsoft renamed Universal App Platform to Universal Windows Platform
- https://msdn.microsoft.com/en-us/library/dn894631.aspx

[CL 2547380 by Mike Fricker in Main branch]
2015-05-12 12:00:23 -04:00
Mike Fricker
65bbc0e732 Initial Unreal Build Tool support for Visual Studio 2015 and UAP (disabled by default)
- Merged in Microsoft's Unreal Build Tool changes for VS 2015 support, and Universal App Platform support
- VS 2015 support is disabled by default (the engine is not yet compiling with VS 2015)
- Use the new '-2015' option when generating project files to enable VS 2015 support
- Windows SDK 8.1 is used by default.  To use Windows SDK 10, enable WindowsPlatform.bUseWindowsSDK10
- UAP support is disabled (not supported yet, work in progress.)  Use WinUAPPlatform.bEnableUAPSupport to enable it.
- Various loose ends still remain (search for "@todo UAP" in Unreal Build Tool code)

[CL 2537920 by Mike Fricker in Main branch]
2015-05-05 15:32:10 -04:00
Peter Sauerbrei
e921bf8cf7 UE-11479 - fix for generating project files when project has a platform name in the directory structure
[CL 2527371 by Peter Sauerbrei in Main branch]
2015-04-27 16:00:30 -04:00
Ben Marsh
f4646cf08d Add plugins to projects without needing to reference the AllPlugins array.
[CL 2519703 by Ben Marsh in Main branch]
2015-04-21 15:04:41 -04:00
Justin Sargent
f5585eaed8 Added support for programs to specify their own Solution Directory.
#codereview Ben.Marsh
Merging using UE4-To-UE4-LauncherDev

[CL 2517984 by Justin Sargent in Main branch]
2015-04-20 14:30:37 -04:00
Ben Marsh
ae84053fc9 Remove the "Distill" program, which isn't being used any more.
[CL 2498529 by Ben Marsh in Main branch]
2015-04-01 09:13:16 -04:00
Ben Marsh
0116941f19 Shorten the -precompilemodules argument to -precompile, and -useprecompiledmodules to -useprecompiled.
[CL 2493651 by Ben Marsh in Main branch]
2015-03-27 09:13:06 -04:00
Ben Marsh
23549bf631 Add -useprecompiledmodules to build command lines if specified on the command line to GenerateProjectFiles.bat.
#codereview Michael.Trepka, Dmitry.Rekman

[CL 2493601 by Ben Marsh in Main branch]
2015-03-27 08:03:00 -04:00
slonopotamus
0250443001 PR #929: Explicitly skip engine targets in rocket solution (Contributed by slonopotamus)
[CL 2493591 by Ben Marsh in Main branch]
2015-03-27 07:56:25 -04:00
Steve Robb
0aea457112 EnvVarsToXML is now a dependency of UBT so that it gets built when UBT gets build.
* The EnvVarsToXML project gets added to generated .sln.
* The EnvVarsToXML project is now referenced by UBT.
* The generated .sln shows the correct dependencies in the Configuration Manager.
* EnvVarsToXML now targets .NET 4.0.
* Fixes to output path and config names.

#codereview robert.manuszewski,ben.marsh
#lockdown zachary.edgertonJones

[CL 2492082 by Steve Robb in Main branch]
2015-03-26 10:53:06 -04:00
Ben Marsh
f1e4616bf1 Back out changelist 2478517
[CL 2478555 by Ben Marsh in Main branch]
2015-03-13 10:52:15 -04:00
Ben Marsh
51b5ffa24e Remove some more unnecessary ref keywords.
[CL 2478517 by Ben Marsh in Main branch]
2015-03-13 10:21:51 -04:00
Peter Sauerbrei
63d679a375 fix for platform string sitting somewhere above the engine or project directory causing issues with project generation and staging of files
UE-11502
UE-11479
#codereview josh.adams, dmitry.rekman

[CL 2475517 by Peter Sauerbrei in Main branch]
2015-03-11 15:16:54 -04:00
Ben Marsh
8a36c1a1bc Prevent building GitDependencies by default. Causes problems for users that submit Git source to P4. Can still be build by right-clicking project file. UE-8549.
[CL 2466280 by Ben Marsh in Main branch]
2015-03-02 10:06:55 -05:00
Peter Sauerbrei
2c858adcb7 content-only tool chain changes
#codereview josh.adams

[CL 2464457 by Peter Sauerbrei in Main branch]
2015-02-27 16:10:22 -05:00
James Moran
f1320865f9 Many improvements to HTML5.
- Fixes to the Mac HTML5 Device selection. .app files now work correctly.
- Re-enabled HTML5 in Mac Editor.
- Added HTML5LaunchHelper executable to clean up the process of LaunchOn for HTML5.
- Improve HTML5 SDK Settings Editor interface. Only the emscripten install directory is needed now, SDK version are automatically picked up and selected for use.
- Change UnrealPak to also account for bytes saved (>64KB) and percentage size of original file (<90%) when choosing to automatically turn off compression.
- Added Server Port option for HTML5 deploy to stop clashes on port 8000
- Adding more logging for use during debugging & tracing.
- Added an option to turn on HTML5 tracing api and added calls to the api.
- Fix up check() macros to throw alert messages and be more clear that something has gone wrong on HTML5.

#codereview Ankit.Khare

[CL 2452979 by James Moran in Main branch]
2015-02-20 04:41:01 -05:00
Matthew Griffin
52748f7834 [INTEGRATE] Change 2436754 by Mike.Fricker@MFRICKER_G3686_Alpha on 2015/02/07 11:04:49
Rocket projects now get all engine source files (not just header files)
	- This makes Rocket projects a bit larger and they load slower, but it is much more useful for navigating source
	- To get the old behavior, you can pass the new "-OnlyPublic" command-line option
	- Fixes UE-9390
	#codereview ben.marsh

[CL 2446922 by Matthew Griffin in Main branch]
2015-02-16 08:26:02 -05:00
Ben Marsh
d8c7bbb835 [INTEGRATE] Change 2424081 by Ben.Marsh@Ben.Marsh_T3245_Clean on 2015/01/29 13:29:21
Fix for generating engine project files under Rocket, when we don't have any target files. Generate a stub project instead.

[CL 2425973 by Ben Marsh in Main branch]
2015-01-30 11:52:22 -05:00