Timelapse now passes in the -l flag to set the line we're interested in.
OutputString is now called as OutputStringThreadSafe, as recommended by documentation.
#review-22858322 @paul.chipchase
#fyi andrew.firth
#preflight 63738087ee4d25f90a1f150d
[CL 23134198 by sebastian nordgren in ue5-main branch]
Removed all deprecated functionality and left a common set of functionality on all implementations (REST, Android and IOS)
Removed old Facebook SDK framework and used latest Facebook SDK XCFramework(v15.0.0). New Facebook files added in a different review to avoid noise
Enabled ARC for module. It also needs linking against Swift standard library
Depends on:
https://p4-swarm.epicgames.net/reviews/22775386: Add support to enable ARC in modules
https://p4-swarm.epicgames.net/reviews/22810334: Link against Swift standard library
https://p4-swarm.epicgames.net/changes/23002644: Add support for XCFramework in UBT
https://p4-swarm.epicgames.net/reviews/23025630: Add Facebook SDK v15.0.0 XCFramework
Moved out Facebook settings additions into Info.plist from UBT and added using an UPL file
#jira UE-162598
#review @Sam.Zamani, @Bertrand.Carre, @Chris.Varnsverry
#preflight
[CL 23133825 by Rafa Lecina in ue5-main branch]
Removed Azure telemetry exporter as it was a hassle to configure in a optional way, its better if people just use the OTLP path anyway
#preflight none
[CL 23133743 by Joakim Lindqvist in ue5-main branch]
Add progress printing
Disallow relative parent directory pathing, currently breaks some #includes
#rnx
#rb Bryan.Sefcik
#preflight none
[CL 23129418 by joe kirchoff in ue5-main branch]
will deprecate `PRAGMA_DISABLE_OPTIMIZATION `in a following changelist after converting code to use `UE_DISABLE_OPTIMIZATION_SHIP`
added `UE_CHECK_DISABLE_OPTIMIZATION` to check for
`UE_DISABLE_OPTIMIZATION` being left in by accident
will enable `UE_CHECK_DISABLE_OPTIMIZATION` in a following changelist
#preflight 6372b159953c19d43537b088
[CL 23126725 by joe pribele in ue5-main branch]
Source code indexing allows Visual Studio to automatically fetch the right source code files from Perforce when debugging builds/crashdumps.
Previously, we had this functionality available only on Windows in the form of SrcSrv build task (build graph). This task takes generated pdbs and embeds information about the source code used into them. However, this functionality doesn't translate well into similar features on other platforms.
Resolved by extending SymStore task to handle source indexing in additional to uploading symbols to the symbol store. SrcSrv remains functional, but it still works only on Windows. For this reason, SymStore becomes the preferred solution as it's more general.
Fixed a few additional problems, both in the task itself and our game's build graph.
#preflight 63727a48ee4d25f90ace140b
#rb Robert.Millar
#jira UE-70463
[CL 23123619 by Wojciech Krywult in ue5-main branch]
Before:
Unity Files: 6759
Total CPU Time: 77035.734375 s
Total time in Parallel executor: 2062.95 seconds
After:
Unity Files: 6656
Total CPU Time: 76182.40625 s
Total time in Parallel executor: 2047.47 seconds
#jira
[FYI] joe.kirchoff
#preflight 637273a1ee4d25f90acc3712
[CL 23123139 by bryan sefcik in ue5-main branch]
On some platforms we used bUseLiveCodeEdit, which was expected to be present in the per-platform configuration block. At the same time, on Windows we rely on bSupportEditAndContinue from BuildConfiguration.
Modified the console platforms to use BuildConfiguration.bSupportEditAndContinue for consistency. However, there is some value in being able to control this setting per-platform, so I've left the existing properties and just renamed them bUseLiveCodeEdit -> bSupportEditAndContinue.
As a result, all platforms that support Edit and Continue are affected by BuildConfiguration.bSupportEditAndContinue. However, if XXPlatform.bSupportEditAndContinue is presetnt, it overrides the global.
Removed ClangToolChainOptions.EnableLiveCodeEditing and related code as it turns out it wasn't really used.
#preflight 637274a99e3bea8079f98af5
#rb Joe.Kirchoff
[CL 23120407 by Wojciech Krywult in ue5-main branch]
Also reworked a few places were we were not using dependency injection to create objects causing a lot of frustration as we added more things that assumed DI.
#preflight 6372532c232e3d12cb5bdd64
[CL 23117833 by Joakim Lindqvist in ue5-main branch]