* Updating references to use dotnet
* Add new RunDotnet scripts
* Removing Mono sh scripts and references to them
#rnx
#jira UE-153293
#rb josh.adams, zack.neyland, brandon.schaefer
[CL 26737744 by Ryan Hummer in ue5-main branch]
- update Xcode build script to set correct arch when compiling within Xcode
- set correct SDKRoot depending on sim vs device
#jira UE-168571
[CL 26597711 by adam kinge in ue5-main branch]
- Windows binaries use rpmalloc for a tremendous LTO speed improvements
- also a patch from clang 17.x to add a flag to disable auto-upgrading debug info
- new patch for our old sysroot missing modern stuff (HWCAP_CRC32)
- switched Linux script away from clang/lld standalone builds because they are no longer supported and don't work reliably
- fixed Windows build to allow compressing debug info with zlib
- cleaned up Windows batch files so it uses native commands (except for git/patch) and can run without Cygwin/etc installed
#rb Brandon.Schaefer
[REVIEW] Brandon.Schaefer
[CL 26285697 by arciel rekman in ue5-main branch]
[FYI] keaton.stewart
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL26221679 [Main CIS Issue] Errors in Incremental FortniteServer Linux and Incremental Compile Monolithics - Linux
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Very super early support for VisionOS (requires Xcode 15 beta2 or later).
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland
[CL 26226852 by josh adams in ue5-main branch]
#fyi Josh.Adams
#jira FORT-626566 (edited)
Original CL Desc
-----------------------------------------------------------------
- Very super early support for VisionOS (requires Xcode 15 beta2 or later).
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland
[CL 26223564 by keaton stewart in ue5-main branch]
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland
[CL 26221679 by Josh Adams in ue5-main branch]
* Apple Silicon native binaries
* Updated scripts to allow picking the right arch path
* nullable enabled support
#rnx
#jira none
#rb none
[CL 26088807 by Ryan Hummer in ue5-main branch]
- Added a top-level .xcconfig file to Xcode workspace for use with UnrealGame/etc so it knows where to find staged data, and set the commandline automatically
- Stage the UECommandLine.txt file for modern builds because we no longer make the Bootstrap .app
- Added XcodeBuildMode enum/string so scripts can tell when the project is being built (so build time could act differently than stage time, etc)
- Making use of the enum and other env vars to skip steps when not needed
- Other fixes for project generation
- Added -modernxcode and -legacyxcode comandline options which will override the .ini setting (refactored all UseModern checks into one function)
- Support for programs that have a .uproject, and GPF with -game -project=<program.uproject>
- Added success return value to FinalizeAppWithModernXcode
- Added quotes to fix paths with spaces in GenerateProjectFiles.command
- Enabled parallel AddAdditionalNativeTargetInformation for gathering Frameworks from targts, now that parallel project generation has been enabled and most parallel issues are fixed
#preflight 646ce67c2e78be98411323d9
#rb zack.neyland
#preflight 646f8f2850786bb5ba8a98f0
[CL 25623979 by Josh Adams in ue5-main branch]
- When doing standard BuildCookRun, package will simply finalize the (likely already finalize) .app in Binaries/<platform>
- When using Distribution mode, packge will create a .xcarchive in the Xcode Library (as seen in Organizer) to be able to distribute in various modes
- Archiving will copy either the .app or .xcarchive made above to the archive directory (it will always copy the most recent .xcarchive, since we don't create the directory name, we can't know which archive to copy, so the most recent one wins - not an issue when using -package, because it always makes a new .xcarchive)
- A few code cleanup/refactors in related
#preflight 644ab91fb208f61af82d8f76
[CL 25220287 by Josh Adams in ue5-main branch]
- Thin the dylibs in a .app when archiving, and warn that the dylibs have all needed architectures
- Added some default entitilements files for Mac, for Sandbox, and set Sandbox entiitlements as Shipping default
- Added some Modern ini options (ModernBundleIdentifie, AppCategory
- Updated CEF3 to have a single universal framework, which gets Thinned down if making a single architecture app
#rb calvin.zheng,roman.dzieciol
#preflight 64405af7a9720904a6c3eb4f
[CL 25117174 by Josh Adams in ue5-main branch]
- Added UserInterface static class for pulling DialogBox and Clipboard stuff, which needs per-platform implementations
- Changed Windows to install P4VUtils.exe <command>, instead of dotnet P4Utils.dll <command>
- Added scripts to build all platforms, from all platforms (using the IsWindows, IsLinux, IsOSX, WithRestricted properties in the project)
- Updated Binaries as well
#rb ryan.hummer
#preflight skip
[CL 24964516 by josh adams in ue5-main branch]