Commit Graph

37 Commits

Author SHA1 Message Date
Robert Manuszewski
17538be4f8 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3151653)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2975891 on 2016/05/12 by Gil.Gribb

	merged in new async stuff from dev-rendering.

Change 2976695 on 2016/05/13 by Gil.Gribb

	updated precache list

Change 2977030 on 2016/05/13 by Gil.Gribb

	Added time slicing to CreateAsyncPackagesFromQueue, radically reduced the frequency of "precache trimming" and changed a few things in the test rig and logging

Change 2977090 on 2016/05/13 by Gil.Gribb

	Fixed module manager threading and added cmd line param to force async loading thread.

Change 2977292 on 2016/05/13 by Gil.Gribb

	check for thread safety in looking at asset registry

Change 2977296 on 2016/05/13 by Gil.Gribb

	removed some super-expensive check()s from precacher

Change 2978368 on 2016/05/16 by Gil.Gribb

	Move several exposive bools inside of the basic tests inside of FLinkerLoad::Preload, saves a fraction of second.

Change 2978414 on 2016/05/16 by Gil.Gribb

	Added support and testing for unmounting pak files to the pak precacher.

Change 2978446 on 2016/05/16 by Gil.Gribb

	Allow linker listing in non-shipping builds

Change 2978550 on 2016/05/16 by Gil.Gribb

	Allowed some linker spew in non-shipping builds (instead of debug builds). Some tweak to help track down the music.uasset leak.

Change 2979952 on 2016/05/17 by Robert.Manuszewski

	Merging //UE4/Dev-Core @ 2979938 to Dev-UE-30519-LoadTimes

Change 2984927 on 2016/05/20 by Gil.Gribb

	fix a few bugs with an mcp repro

Change 2984951 on 2016/05/20 by Gil.Gribb

	fixed issues with USE_NEW_ASYNC_IO = 0

Change 2985296 on 2016/05/20 by Gil.Gribb

	Fixed several bugs with the MCP boot test

Change 2987956 on 2016/05/24 by Robert.Manuszewski

	Fixing leaked linkers created by blocking load requests during async loading.

Change 2987959 on 2016/05/24 by Joe.Conley

	Enable load timings in block loading also (in addition to async loading).

Change 3017713 on 2016/06/17 by Robert.Manuszewski

	Removing GUseSeekFreeLoading.

Change 3017722 on 2016/06/17 by Robert.Manuszewski

	Renaming LOAD_SeekFree flag to LOAD_Async to better reflect its current purpose.

Change 3017833 on 2016/06/17 by Robert.Manuszewski

	Merging //UE4/Dev-Core to Dev-UE-30519-LoadTimes (//Tasks/Dev-Core/Dev-UE-30519-LoadTimes)

Change 3017840 on 2016/06/17 by Robert.Manuszewski

	Re-doing Dev-Core changes to Delegates 2/2

Change 3022872 on 2016/06/22 by Gil.Gribb

	reorder memory trim and deleting loaders

Change 3059218 on 2016/07/21 by Robert.Manuszewski

	Fixing compilation errors - adding missing load time tracker stats.

Change 3064508 on 2016/07/26 by Robert.Manuszewski

	Removing blocking loading path in cooked builds. LoadPackage will now use the async path.

Change 3066312 on 2016/07/27 by Gil.Gribb

	Event driven loader, first pass

Change 3066785 on 2016/07/27 by Gil.Gribb

	Removed check...searching forward for export fusion can release a node

Change 3068118 on 2016/07/28 by Gil.Gribb

	critical bug fixes for the event driven loader

Change 3068333 on 2016/07/28 by Gil.Gribb

	correctly handle the case where a file is rejected after loading the summary

Change 3069618 on 2016/07/28 by Robert.Manuszewski

	Merging //UE4/Dev-Core to Dev-UE-30519-LoadTimes (//Tasks/Dev-Core/Dev-UE-30519-LoadTimes)

Change 3069901 on 2016/07/29 by Robert.Manuszewski

	Fixing an hang when loading QA-Blueprints level

Change 3070171 on 2016/07/29 by Gil.Gribb

	fixed CDO cyclic dependencies

Change 3075288 on 2016/08/03 by Gil.Gribb

	misc fixes to the event driven loader

Change 3077332 on 2016/08/04 by Robert.Manuszewski

	Fixing checkSlow asserts caused by new loading code not being flagged as IsInAsyncLoadThread() and CreateSynchEvent deprecation warning.

Change 3078113 on 2016/08/04 by Gil.Gribb

	implemented "nicks rule" and undid some previous material and world hacks needed without it.

Change 3079480 on 2016/08/05 by Gil.Gribb

	fixes and tweaks on event driven loader

Change 3080135 on 2016/08/07 by Gil.Gribb

	misc fixes for event driven loader, now with reasonable memory

Change 3083722 on 2016/08/10 by Robert.Manuszewski

	Fixing hangs when async loading packages.

Change 3091747 on 2016/08/17 by Gil.Gribb

	Fix all hitches in streaming load that were regressions.

Change 3093258 on 2016/08/18 by Gil.Gribb

	Fix bug that caused an assert when packages fail to load for certain reasons (like loading an uncooked file).

Change 3095719 on 2016/08/20 by Gil.Gribb

	reenable async loading thread and cleanup and bug fixes

Change 3096350 on 2016/08/22 by Gil.Gribb

	tweak task priorities a bit to minimize precaching memory

Change 3096355 on 2016/08/22 by Gil.Gribb

	add support for precaching for "loose files" in the generic async layer.

Change 3098091 on 2016/08/23 by Gil.Gribb

	Split header into a separate file and disabled a bad optimization in the bulk data.

Change 3099783 on 2016/08/24 by Gil.Gribb

	rework dependency graph to be much, much faster. About half done.

Change 3100995 on 2016/08/25 by Gil.Gribb

	fixed bugs with streaming texture from .uexp and cook time check that should have been runtime only

Change 3101369 on 2016/08/25 by Gil.Gribb

	fixed bug with blueprints in the new loader.

Change 3102793 on 2016/08/26 by Gil.Gribb

	PS4 - fixed small block memcpy to actually be inline

Change 3103785 on 2016/08/27 by Gil.Gribb

	fixed case bug with pak order. devirtualized flinkerload::serialize, made sure -fileopenlog is not heavily skewed

Change 3104884 on 2016/08/29 by Gil.Gribb

	fixed a BP bug and tweaked the -fileopenlog behavior to do leaf assets DFS

Change 3105266 on 2016/08/29 by Ben.Zeigler

	Editor build compilation fix

Change 3105774 on 2016/08/30 by Gil.Gribb

	add checks to locate cases where we try to use something that isn't loaded yet

Change 3107794 on 2016/08/31 by Gil.Gribb

	fixed abug with BP's not loading the parent CDO soon enough

Change 3114278 on 2016/09/06 by Gil.Gribb

	looping loads for paragon load test

Change 3114311 on 2016/09/06 by Ben.Zeigler

	Fix linux compile

Change 3114350 on 2016/09/06 by Ben.Zeigler

	Linux supports fast unaligned int reads

Change 3116169 on 2016/09/07 by Ben.Zeigler

	Force enable separate bulk data cooking when using split cooked files, end-of-exp-file doesn't make sense with the new cook scheme and will crash at runtime

Change 3116538 on 2016/09/07 by Gil.Gribb

	add dependencies for CDO subobjects

Change 3116596 on 2016/09/07 by Ben.Zeigler

	Change crash to warning when trying to load an import to a missing native class, can happen with editor only classes.

Change 3116855 on 2016/09/07 by Ben.Zeigler

	Move cook dialog down a bit so I can cook without constant dialogs popping up

Change 3117452 on 2016/09/08 by Robert.Manuszewski

	Fixing hang when suspending async loading with the async loading thread enabled.

Change 3119255 on 2016/09/09 by Robert.Manuszewski

	Removing texture allocations from PackageFileSummary as they were not used by anything.

Change 3119303 on 2016/09/09 by Gil.Gribb

	Fixed font issue by making all all bulk data either inline or in a ubulk. Added support for compressed packages.

Change 3120324 on 2016/09/09 by Ben.Zeigler

	Fix Cook warnings. Skip transient and client/server only objects when adding dependencies, and mark ShapeComponent BodySetups as properly transient.

Change 3121960 on 2016/09/12 by Ben.Zeigler

	Add RandomizeLoadOrder CVar to randomize the package serial number it uses for sorting async loads

Change 3122635 on 2016/09/13 by Gil.Gribb

	reworked searching disk warning and minor change to the background tasks used for decompression

Change 3122743 on 2016/09/13 by Gil.Gribb

	added some checks around memory accounting

Change 3123395 on 2016/09/13 by Ben.Zeigler

	Enable MallocBinned2 by default on cooked windows builds, similar to how PS4 works.
	Disabled thread pool cache clearing on windows, the threading function it was using is very slow on windows specifically

Change 3124748 on 2016/09/14 by Gil.Gribb

	Store template in import/export table and refer to it for each export to avoid calling GetArchetypeFromRequiredInfo. Minor fix for some NeedLoadForCLient etc stuff on landscape and CDOs. Fix texture streamer minmips stuff.

Change 3125153 on 2016/09/14 by Gil.Gribb

	don't put transient objects in the import map

Change 3126668 on 2016/09/15 by Gil.Gribb

	Fix critical bug with imports not waiting for the corresponding export to serialize. Fixed paragon test rig to run longer looping by flushing the renderer. Made random mode more random.

Change 3126755 on 2016/09/15 by Gil.Gribb

	ooops, test rig fix

Change 3127408 on 2016/09/15 by Ben.Zeigler

	Back out changelist 3123395, restoring windows memory to 4.13 setup

Change 3127409 on 2016/09/15 by Ben.Zeigler

	Remove Memory trim from FlushAsyncLoading, because it gets called much more often in new flow and is slow on some platforms

Change 3127948 on 2016/09/16 by Gil.Gribb

	Added a check() on any attempt to serialize a pointer to something that hasn't been created yet. This will help us find missing dependencies. There is an exception to this related to CDOs.

Change 3128094 on 2016/09/16 by Robert.Manuszewski

	Fixing exports referenced by weak object pointers not being added to the preload dependency list of of the exports that depend on them.

	+ Moved weak object pointer serialization to FArchive operator << to be able to override its behavior when cooking.

Change 3128148 on 2016/09/16 by Robert.Manuszewski

	Gil's mod to how we detect exports with missing dependencies

Change 3129052 on 2016/09/16 by Ben.Zeigler

	Add Missing Serialize helpers for WeakObjectPtrs, fixes crash with replicating weak objects

Change 3129053 on 2016/09/16 by Ben.Zeigler

	Fake integrate CL #3123581 from Dev-Framework, to correctly handle detecting components as editor only even when they have collision. Fixes crashes with blueprint editor only components that depend on native templates

Change 3129630 on 2016/09/17 by Gil.Gribb

	better logging for missing dependencies and properly ifdef'd the CDO primitive comp hack

Change 3130178 on 2016/09/19 by Robert.Manuszewski

	Use the correct macro (COOK_FOR_EVENT_DRIVEN_LOAD instead of USE_NEW_ASYNC_IO) for SavePackage changes from CL #3128094

Change 3130224 on 2016/09/19 by Robert.Manuszewski

	Compile error fix

Change 3130391 on 2016/09/19 by Gil.Gribb

	Add cook time fatal errors, and undid a previous change we don't seem to need relating to editor only CDOs

Change 3130484 on 2016/09/19 by Gil.Gribb

	fixed botched GetArchetypeFromRequiredInfo

Change 3131966 on 2016/09/20 by Robert.Manuszewski

	Making the new event driven loader disabled by default. It's now also configurable via project settings (under Streaming Settings -> Event Driven Loader Enabled).

	Enabled the event driven loader for a few internal projects.

Change 3132035 on 2016/09/20 by Gil.Gribb

	fix dynamic switch on new loader

Change 3132041 on 2016/09/20 by Robert.Manuszewski

	Fix for packages not being saved to disk when cooking with event driven loader disabled.

Change 3132195 on 2016/09/20 by Robert.Manuszewski

	Enabling the event driven loader for Zen

Change 3133870 on 2016/09/21 by Graeme.Thornton

	Config files now enable the event driven loader with the correct cvar name

Change 3135812 on 2016/09/22 by Gil.Gribb

	fixed some bugs with GC during streaming

Change 3136102 on 2016/09/22 by Robert.Manuszewski

	Release GC lock when FlushingAsyncLoading when running GC.

Change 3136633 on 2016/09/22 by Gil.Gribb

	fix bug with linkers finsihing before other things linked their imports

Change 3138002 on 2016/09/23 by Robert.Manuszewski

	Added an assert that will prevent content cooked for the event driven loader to be loaded by game builds that have the EDL disabled.

Change 3138012 on 2016/09/23 by Gil.Gribb

	Improved the fix to prevent packages from finishing before external imports have linked. Async load object libraries.

Change 3138031 on 2016/09/23 by Gil.Gribb

	do not preload obj libs in editor

Change 3139176 on 2016/09/24 by Gil.Gribb

	fixed another bug with an attempt to call GetArchetypeFromRequiredInfo

Change 3139459 on 2016/09/26 by Robert.Manuszewski

	Merging //UE4/Release-4.13 to Dev-LoadTimes (//Tasks/UE4/Dev-LoadTimes)

Change 3139668 on 2016/09/26 by Gil.Gribb

	change some checks to errors on bad bulk data loads

Change 3141127 on 2016/09/27 by Robert.Manuszewski

	Preventing linkers from being detached too early when async loading.

Change 3141129 on 2016/09/27 by Robert.Manuszewski

	Releasing GC Lock before calling post GC callbacks to allow StaticFindObject use in these callbacks

Change 3142048 on 2016/09/27 by Robert.Manuszewski

	Changing async loading code to not close DelayedLinkerClosePackages linkers until the async package that triggered their creation has finished loading.

Change 3143132 on 2016/09/28 by Gil.Gribb

	fixed text render comp, which has some editor only issues. Fixes a runtime crash and adds a cooktime warning.

Change 3143198 on 2016/09/28 by Gil.Gribb

	fixed it so that bogus loads of bulk data are warned but do not crash

Change 3143287 on 2016/09/28 by Robert.Manuszewski

	UBT will now invalidate its makefiles if ini files are newer than the makefile (ini files may contains global build settings).

	+ Android toolchain will add hashed command line values to the action reposnse filenames to actually allow it to detect compiler command line changes when detecting actions to execute

Change 3143344 on 2016/09/28 by Robert.Manuszewski

	Make UAT pass the project filename to UBT when build non-code projects so that UBT can parse all ini files.

Change 3143865 on 2016/09/28 by Gil.Gribb

	iffy fix for the net load assert in paragon, plus a few checks and one bit of code removed that should never be hit in the EDL, but makes no sense

Change 3144683 on 2016/09/29 by Graeme.Thornton

	Minor refactor of pak file non-filename stuff
	 - Don't check for file existing before running through the security delegate
	 - Default behaviour when using new IO is to reject uasset/umap/ubulk/uexp files immediately. Can be disabled by setting EXCLUDE_NONPAK_UE_EXTENSIONS to 0 in project .build.cs

Change 3144745 on 2016/09/29 by Graeme.Thornton

	Orion non-pak file whitelisting is enabled for all cooked game only builds now, rather than just clients

Change 3144780 on 2016/09/29 by Gil.Gribb

	use poison proxy on non-test/shipping builds

Change 3144819 on 2016/09/29 by Gil.Gribb

	added a few asserts and added an improved fix for the net crash

Change 3145414 on 2016/09/29 by Gil.Gribb

	fixed android assert....not sure why I need that block of code.

Change 3146502 on 2016/09/30 by Robert.Manuszewski

	Fix for GPU hang from MarcusW

Change 3146774 on 2016/09/30 by Robert.Manuszewski

	Fixing a crash when constantly streaming levels in and out caused by keeping references to objects (levels) that were requested to be streamed out.

	- Removed FAsyncObjectsReferencer. References will now be owned by FAsyncPackage
	- UGCObjectReferencer is now more thread safe

Change 3148008 on 2016/10/01 by Gil.Gribb

	add additional error for attempting to create an object from a class that needs to be loaded

Change 3148009 on 2016/10/01 by Gil.Gribb

	fix very old threading bug whereby the ASL and GT would attempt to use the same static array

Change 3148222 on 2016/10/02 by Robert.Manuszewski

	Fix for an assert when an FGCObject is removed when purging UObjects

Change 3148229 on 2016/10/02 by Gil.Gribb

	disable assert that was crashing paragon ps4

Change 3148409 on 2016/10/03 by Robert.Manuszewski

	Allow another case for removing FGCObjects while in GC.

Change 3148416 on 2016/10/03 by Robert.Manuszewski

	Merging //UE4/Release-4.13 to Dev-LoadTimes (//Tasks/UE4/Dev-LoadTimes)

Change 3149566 on 2016/10/03 by Ben.Zeigler

	#jira UE-36664 Fix issue where objects loaded during async loading could be added to the wrong package's object list, if a time slice ended at the wrong point

Change 3149913 on 2016/10/04 by Gil.Gribb

	better broadcast

Change 2889560 on 2016/03/02 by Steven.Hutton

	Packages for scheduled tasks.

Change 2889566 on 2016/03/02 by Steven.Hutton

	Remaining nuget packages for hangfire, unity and scheduled tasks.

Change 2980458 on 2016/05/17 by Chris.Wood

	Attempt to fix crash report submission problems from CRP to CR website
	[UE-30257] - Crashreports are sometimes missing file attachments

	Passing crash GUID so that website can easily check for duplicates in future
	Increased request timeout for AddCrash to be longer than website database timeout
	Logging retries for future visibility
	CRP v.1.1.6

Change 3047870 on 2016/07/13 by Steven.Hutton

	Updated CRW to entity framework with repository models. #rb none

Change 3126265 on 2016/09/15 by Steve.Robb

	Fix for TCString::Strspn.

Change 3126266 on 2016/09/15 by Steve.Robb

	Alternative fix for GitHub 2698: Fix one bug : Parsing command "Enable True" is invalid.

	#jira UE-34670

Change 3126268 on 2016/09/15 by Steve.Robb

	UWorld can no longer be extended by users.
	UHT now handles final class declarations.

	#jira UE-35708

Change 3126273 on 2016/09/15 by Steve.Robb

	A further attempt to catch uninitialized pointers supplied to the GC.

	#jira UE-34361

Change 3130042 on 2016/09/19 by Steve.Robb

	Super for USTRUCTs.

	Suggested here: https://udn.unrealengine.com/questions/310461/automatically-typedef-super-for-ustructs.html

Change 3131861 on 2016/09/20 by Steven.Hutton

	Reconciling work for view engine changes #rb none

Change 3131862 on 2016/09/20 by Steve.Robb

	Removal of THasOperatorEquals and THasOperatorNotEquals from Platform.h, which should have happened as part of CL# 3045963.

Change 3131863 on 2016/09/20 by Steven.Hutton

	Adding packages #rb none

Change 3131869 on 2016/09/20 by Steve.Robb

	Improved error message for enum classes with a missing base:

	Error: Missing base specifier for enum class 'EMyEnum' - did you mean ': uint8'?

Change 3132046 on 2016/09/20 by Graeme.Thornton

	Fix for cvar thread access assert in FLandscapeComponentGrassData serialization function
	 - This function can be called from the async thread so access CVarGrassDiscardDataOnLoad with GetValueOnAnyThread() rather than GetValueOnGameThread()

Change 3133201 on 2016/09/20 by Ben.Zeigler

	Reorganize WindowsPlatformMemory and MacPlatformMemory to work like LinuxPlatformMemory where there is an enum to select the allocator, and move some of it up to GenericPlatformMemory
	Add command line options to select malloc at runtime for Windows and Linux, I don't know how Mac options work
	Improve the performance of BroadcastSlow_OnlyUseForSpecialPurposes on windows, but there are cases where it occaisionally stalls for a few seconds waiting for the flush
	Add MallocBinned2 as an option for mac, linux, and windows, but default to off due to some threading issues

Change 3133722 on 2016/09/21 by Graeme.Thornton

	Cooker forces a shader compilation flush when it detects that it has passed the max memory budget

Change 3133756 on 2016/09/21 by Steve.Robb

	Refactor of TrimPrecedingAndTrailing to avoid a call to FString::Mid with a negative count, which is now illegal.

	#jira UE-36163

Change 3134182 on 2016/09/21 by Steve.Robb

	GitHub #1986: Don't show warnings and erros in console twice with UCommandlet::LogToConsole == true

	#jira UE-25915

Change 3134306 on 2016/09/21 by Ben.Zeigler

	Fix it so FMallocBinned2::Trim skips task threads on desktop platforms, they are too slow and don't allocate much memory
	Enable MallocBinned2 as default binned malloc on Windows
	Remove the -Run command line check as it was removed from the old version as well

Change 3135569 on 2016/09/22 by Graeme.Thornton

	Don't create material resources if we are in a build that can never render
	 - Saves a few MB of memory

Change 3135652 on 2016/09/22 by Steve.Robb

	New async-loading-thread-safe IsA implementation.

	#jira UECORE-298

Change 3135692 on 2016/09/22 by Steven.Hutton

	Minor bug fixes to view pages #rb none

Change 3135990 on 2016/09/22 by Robert.Manuszewski

	Adding ENGINE_API to FStripDataFlags sp that it can be used outside of the Engine module.

Change 3136020 on 2016/09/22 by Steve.Robb

	Display a meaningful error and shutdown if Core modules fail to load.

	https://udn.unrealengine.com/questions/312063/mac-unrealheadertool-failing-randomly.html

Change 3136107 on 2016/09/22 by Chris.Wood

	Added S3 file upload to output stage of Crash Report Process (v.1.1.26)
	[UE-35991] - Crash Report Process to write crash files to S3

	Also adds OOM alerts to CRP.
	Also disk space alerts changed to 5% free space and repeat once every 30 minutes instead of 10 minutes.

Change 3137562 on 2016/09/23 by Steve.Robb

	TUniquePtr<T[]> support.

Change 3138030 on 2016/09/23 by Steve.Robb

	Virtual UProperty functions moved out of headers into .cpp files to ease iteration.

Change 3140381 on 2016/09/26 by Chris.Wood

	Disabled uploads via CRRs while leaving services switched on to avoid crashes in some clients.
	[UETOOL-1005] - Turn off CrashReportReceivers

Change 3141150 on 2016/09/27 by Steve.Robb

	Invoke support for TFunction.

Change 3141151 on 2016/09/27 by Steve.Robb

	UBoolProperty now supports hashing and is therefore usable as a TSet element or TMap key.
	FText is now prevented from being a TSet element or TMap key.
	UTextProperty::GetCPPTypeForwardDeclaration implementation moved to the .cpp file.

	#jira UE-36051
	#jira UE-36053

Change 3141440 on 2016/09/27 by Chris.Wood

	Removed legacy queues and unnecessary duplication checks from Crash Report Process (v1.2.0)
	[UE-36246] - CRP scalability: Simplify CRP inputs to DataRouter/S3 only

Change 3142999 on 2016/09/28 by Chris.Wood

	Added dedicated PS4 crash queue to Crash Report Process (v1.2.1)

Change 3144831 on 2016/09/29 by Steve.Robb

	InternalPrecache now flags the archive as in-error so that it can be checked by a caller, rather than popping up a dialog box and asserting.

	#jira https://jira.it.epicgames.net/browse/OPP-6036

Change 3145184 on 2016/09/29 by Robert.Manuszewski

	FScopedCreateImportCounter will now always store the current linker and restore the previous one when it exits.

Change 3148432 on 2016/10/03 by Robert.Manuszewski

	Thread safety fixes for the async log writer + made the async log writer flush its archive more often.

Change 3148661 on 2016/10/03 by Graeme.Thornton

	Fixing merge of IsNonPakFilenameAllowed()
	 - Removed directory search stuff... we pass everything to the delegate now anyway

Change 3149669 on 2016/10/03 by Ben.Zeigler

	Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content to be resaved unnecessarily.

Change 3149670 on 2016/10/03 by Ben.Zeigler

	Merge CL #3149566 from Dev-LoadTimes
	#jira UE-36664 Fix issue where objects loaded during async loading could be added to the wrong package's object list, if a time slice ended at the wrong point

Change 3149835 on 2016/10/04 by Graeme.Thornton

	Thread safety fix for SkyLightComponent
	 - Add to global update list from PostLoad rather than PostInitProperties so that it happens on the game thread, and not the async loading thread (if enabled)

Change 3149836 on 2016/10/04 by Graeme.Thornton

	Thread safety fix for ReflectionCaptureComponent
	 - Add to global update list from PostLoad rather than PostInitProperties so that it happens on the game thread, and not the async loading thread (if enabled)

Change 3149959 on 2016/10/04 by Robert.Manuszewski

	Allow import packages to be missing if they're on the KnownMissingPackages list

Change 3150023 on 2016/10/04 by Steven.Hutton

	Updating jira strings. #rb none

Change 3150050 on 2016/10/04 by Steve.Robb

	MakeShared now returns a TSharedRef (which is implicitly convertible to TSharedPtr) rather than a TSharedPtr (which is not implicitly convertible to TSharedRef), for ease of use and because MakeShared can't return a null pointer anyway.

Change 3150110 on 2016/10/04 by Robert.Manuszewski

	Allow UGCObjectReferencer::AddObjects to happen during BeginDestry and FinishDestroy. It's fine as long as we're not adding new objects during reachability analysis.

Change 3150120 on 2016/10/04 by Gil.Gribb

	fix task graph/binned2 broadcast for PS4

Change 3150195 on 2016/10/04 by Robert.Manuszewski

	Fixing WEX crash
	#jira UE-36801

Change 3150212 on 2016/10/04 by Robert.Manuszewski

	Increasing compiler memory limit to fix CIS errors
	#jira UE-36795

Change 3151583 on 2016/10/05 by Robert.Manuszewski

	Temporarily switching to the old IsA path

	#jria UE-36803

Change 3151642 on 2016/10/05 by Steve.Robb

	Dependency fixes for GameFeedback modules.

Change 3151653 on 2016/10/05 by Robert.Manuszewski

	Maybe fix for crash on the Mac

	#jira UE-36846

[CL 3152539 by Robert Manuszewski in Main branch]
2016-10-05 16:51:01 -04:00
Josh Adams
61ae6f6329 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2948319 on 2016/04/19 by Nick.Shin

	update zlib to v1.2.8

	part 1 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library

Change 2948322 on 2016/04/19 by Nick.Shin

	update libwebsockets to v1.7.4

	part 4 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2948661 on 2016/04/19 by Nick.Shin

	keep using old zlibs until they are recompiled with the newer version

Change 2948737 on 2016/04/19 by Nick.Shin

	build warning fix

Change 2949334 on 2016/04/20 by Nick.Shin

	fix library path

	for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set...

Change 2951556 on 2016/04/21 by Nick.Shin

	static libs double checked

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2951559 on 2016/04/21 by Nick.Shin

	static libs double checked

	forgot these files - they were in another changelist

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2952411 on 2016/04/22 by Nick.Shin

	add win32 build targets for zlib openssl libcurl libwebsockets

	part 1 of 2: these are the C# build scripts

Change 2970016 on 2016/05/07 by Nick.Shin

	undo all of the following upgrades:
	- zlib
	- openssl
	- libcurl
	- libwebsockets

	and reset webrtc

	#jira UE-30298 - Fortnite and Orion crash on login

Change 3118163 on 2016/09/08 by Josh.Adams

	perm test 2, not a useful file at all

Change 3121142 on 2016/09/12 by Daniel.Lamb

	Attempt to fix deterministic cooking issue for particlelodlevel.
	Ensure the spawn module has had postload called on it before using.
	#test Paragon cook

Change 3121150 on 2016/09/12 by Daniel.Lamb

	Added warning logs to help track down issue UE-33453.

Change 3121201 on 2016/09/12 by Keith.Judge

	Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix.

Change 3121302 on 2016/09/12 by Joe.Graf

	Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors

Change 3121379 on 2016/09/12 by Dmitry.Rekman

	Linux: only link libraries that export needed symbols (UE-35720).

	- Fixes very long startup times of modular builds.
	- Includes PR #2778 by slonopotamus.

	#jira UE-35720

Change 3121383 on 2016/09/12 by Dmitry.Rekman

	Linux: added some missing _API declarations on symbols used externally.

	- Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't).

Change 3121456 on 2016/09/12 by Daniel.Lamb

	Attempt to fix deterministic cooking issue for particlelodlevel.
	Ensure the spawn module has had postload called on it before using.
	#test Paragon cook

Change 3122939 on 2016/09/13 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service.
	 - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone.

Change 3123040 on 2016/09/13 by Brent.Pease

	 + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now.

Change 3123664 on 2016/09/13 by Nick.Shin

	this was originally checked into: release 4.13.1
	bringing here to dev-platform

	-- original submit comments --
	first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing"

	next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop

	jira UE-35363 - Huge game window when launching onto Safari 9.1.2

Change 3125282 on 2016/09/14 by Michael.Trepka

	Fixed iOS and tvOS code indexing in Xcode project

Change 3126812 on 2016/09/15 by Josh.Adams

	Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes:
	- Added Parse function to JsonObject.cs to be able to parse a string
	- Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU()
	- Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME
	- Converted the PS4MallocCrash class into a generic one (that Wolf is now also using)
	- Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread
	- Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere
	- Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects
	- Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever)
	- Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool.
	- Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini)
	- Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain.
	- Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening
	- Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct.
	- Renamed a UT copy of a global function to not linker-conflict
	- Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4.
	- Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists)
	- Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority()
	- Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads?
	- Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move.

Change 3126842 on 2016/09/15 by Michael.Trepka

	Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation.

Change 3126956 on 2016/09/15 by Michael.Trepka

	Added support for compiling Vulkan shaders for Android on Mac

Change 3127206 on 2016/09/15 by Michael.Trepka

	PR #2604: Remove some warnings. (Contributed by reapazor)

Change 3127324 on 2016/09/15 by Michael.Trepka

	Allow third party dylibs on Mac to be loaded from plugin subfolders

Change 3127924 on 2016/09/16 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3128369 on 2016/09/16 by Nick.Shin

	zlib 1.2.8

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128377 on 2016/09/16 by Nick.Shin

	openssl 1_0_2h

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128383 on 2016/09/16 by Nick.Shin

	libcurl 7_48_0

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128384 on 2016/09/16 by Nick.Shin

	libwebsockets 1.7.4

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128464 on 2016/09/16 by Nick.Shin

	webRTC rev.12643

	NOTE: VS2015
	- only Win64 is available
	- Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment

	NOTE: VS2013
	- not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist
	- also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways

	FUTURE NOTE:
	- will continue to try to get VS2015 Win32 functional
	- and am working on trying to get VS2013 tested

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128500 on 2016/09/16 by Nick.Shin

	zlib 1.2.8 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128504 on 2016/09/16 by Nick.Shin

	openssl 1_0_2h - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128506 on 2016/09/16 by Nick.Shin

	libcurl 7_48_0 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128508 on 2016/09/16 by Nick.Shin

	libwebsockets 1.7.4 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128513 on 2016/09/16 by Nick.Shin

	webRTC rev.12643 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128602 on 2016/09/16 by Nick.Shin

	webRTC rev.9862 - Win64 VS2013

	NOTE:
	- not tested (i'm working on getting a VS2013 pro license)
	- checking in for testing purposes

	WARNING:
	- VS2013 is no longer supported by webRTC latest

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128605 on 2016/09/16 by Nick.Shin

	re-enabling updated ThirdParySoftware libs:

	- zlib (v.1.2.8)
	- openssl (1.0.2h)
	- libcurl (7_48_0)
	- libwebsocket (v.1.7.4)
	- webRTC (rev.12643)

	to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build...

Change 3128651 on 2016/09/16 by Nick.Shin

	fix Win32 build error from CL: #3128605

Change 3128704 on 2016/09/16 by Nick.Shin

	fix Win32 build error from CL: #3128605 - this time actually compiling it...

Change 3128825 on 2016/09/16 by Dmitry.Rekman

	Linux: proper fix for too slow startup times (UE-35967).

	- Pull request #2793 by slonopotamus.
	- Now without stripping dependencies on libraries specified before.
	- Contains a work around for ld bug <2.25.

Change 3128972 on 2016/09/16 by Nick.Shin

	fix to local build error.

Change 3129283 on 2016/09/16 by Brent.Pease

	 + Add Android local notification support based on existing system used for iOS
	 + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release

Change 3129494 on 2016/09/17 by Nick.Shin

	fix CIS build errors

Change 3129503 on 2016/09/17 by Dmitry.Rekman

	Fix Linux build (case sensitivity issue).

Change 3129514 on 2016/09/17 by Nick.Shin

	fix CIS build errors for consoles - missing zlib include path

	special thanks to Dmitry.Rekman for pointing me in the right direction

Change 3129647 on 2016/09/17 by Dmitry.Rekman

	Linux: fix non-unity build.

Change 3131043 on 2016/09/19 by Nick.Shin

	archiving build instructions/steps when building:

	- zlib (v.1.2.8)
	win: #3128369
	osx: #3128500

	- openssl (1.0.2h)
	win: #3128377
	osx: #3128504

	- libcurl (7_48_0)
	win: #3128383
	osx: #3128506

	- libwebsocket (v.1.7.4)
	win: #3128384
	osx: #3128508

	- webRTC
	win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP
	osx: #3128513

Change 3132801 on 2016/09/20 by Dmitry.Rekman

	Linux: support specifying default OpenGL version via configs (UE-34777).

	- The first targeted RHI is going to be used.

Change 3132905 on 2016/09/20 by Josh.Adams

	- Fixed up some paths with the WolfPlat rename

Change 3133148 on 2016/09/20 by Josh.Adams

	- Only show UT EULA if PLATFORM_DESKTOP

Change 3133152 on 2016/09/20 by Josh.Adams

	- Beginning support for applets. Disabled unless you have a special SDK with applet support.

Change 3133169 on 2016/09/20 by Josh.Adams

	- Fixed issue with Wolf access but no SDK installed

Change 3133344 on 2016/09/20 by Daniel.Lamb

	Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile.
	Added new flag to limit number of concurrent shader compiles.
	#test Cook QAGame, Cook Paragon

Change 3133345 on 2016/09/20 by Daniel.Lamb

	FRedirectCollector collects string asset references all the time when running the editor.
	#test Cook paragon cook QAGame.

Change 3133852 on 2016/09/21 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated.

Change 3133875 on 2016/09/21 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2)

Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick

	Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'.

Change 3134544 on 2016/09/21 by Josh.Adams

	- Reduced UT textures for Wolf

Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick

	FPS4Time::SystemTime now calculates the local machine time, instead of UTC.

	#jira UE-35170

Change 3135036 on 2016/09/21 by Michael.Trepka

	Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process

Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick

	GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32

Change 3135292 on 2016/09/21 by Jeff.Campeau

	Change include order to favor the XDK edition specific headers where available.

Change 3136414 on 2016/09/22 by Josh.Adams

	- Fixed a checkf() that had the case reversed
	#jira ue-36311

Change 3137082 on 2016/09/22 by Dmitry.Rekman

	Added support for Linux installed builds to 4.14

Change 3137220 on 2016/09/22 by Dmitry.Rekman

	Linux: do not rebuild hlslcc on each setup.

	- Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary.

Change 3137227 on 2016/09/22 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3137259 on 2016/09/22 by Dmitry.Rekman

	Linux installed build: fix CIS (missed one .csproj)

Change 3137290 on 2016/09/22 by Dmitry.Rekman

	Linux installed builds: fix for the resulting directory.

Change 3137291 on 2016/09/22 by Chris.Babcock

	Restore texture filtering mode properly when movie played on Android
	#jira UE-36342
	#ue4
	#android

Change 3137376 on 2016/09/22 by Dmitry.Rekman

	Linux: re-enabled crash handler stack smash protection.

	- Race condition in FRunnableThreadPThread has been previously fixed.

Change 3138498 on 2016/09/23 by Dmitry.Rekman

	Linux: add missed package for installed builds.

	- mono-devel package for resgen2.

Change 3138523 on 2016/09/23 by Dmitry.Rekman

	Linux: Update hlslcc now that we're not rebuilding it each time.

Change 3138658 on 2016/09/23 by Josh.Adams

	- Moved UT's Social Plugin into NotForLicensees

Change 3139042 on 2016/09/23 by Dmitry.Rekman

	Linux: more robust check of installed packages.

	- Also added mono-devel to the list of packages installed on 14.04.

Change 3139674 on 2016/09/26 by Dmitry.Rekman

	Fix crash when editing widget blueprints (UE-35185).

	- Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping.
	- Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795).

Change 3140203 on 2016/09/26 by Josh.Adams

	- Wolf Fix for SHIPPING

Change 3140206 on 2016/09/26 by Josh.Adams

	- NEX work, still in progress

Change 3140276 on 2016/09/26 by Josh.Adams

	- Fixed Wolf compile error

Change 3140485 on 2016/09/26 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3140570 on 2016/09/26 by Dmitry.Rekman

	SDL2: Delete obsolete files.

	- We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space.

Change 3140577 on 2016/09/26 by Dmitry.Rekman

	Fix CudaTest monolithic build.

	- Not the best fix, the better fix is to build against bundled libc++.

Change 3141184 on 2016/09/27 by Keith.Judge

	Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert.

	#jira UE-35973

Change 3141623 on 2016/09/27 by Chris.Babcock

	Support hiding virtual keyboard on Android
	#jira UE-34201
	#ue4
	#android

Change 3141887 on 2016/09/27 by Joe.Graf

	Added support for additional plugin directories that are specified by the .uproject file
	New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins

Change 3141916 on 2016/09/27 by Josh.Adams

	- Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925)

Change 3141926 on 2016/09/27 by Josh.Adams

	- Support for skipping Wolf user selector (-nologinui)

Change 3141938 on 2016/09/27 by Chris.Babcock

	Allow Android media player to seek past 999ms (contributed by rcywongaa)
	#jira UE-36453
	#PR #2797
	#ue4
	#android

Change 3142207 on 2016/09/27 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3142219 on 2016/09/27 by Josh.Adams

	- Wolf PhysX 3.4 libs and includes

Change 3142220 on 2016/09/27 by Josh.Adams

	- File that had to be fixed up after main merge (missed adding it to the huge integrate CL)

Change 3142314 on 2016/09/27 by Chase.McAllister

	#jira UE-35011 fixes to some assets to remove redundancies/output log spam

Change 3142510 on 2016/09/27 by Daniel.Lamb

	Fixed up resave lightmaps commandlet so that world transforms don't get applied twice.
	#jira UE-35942

Change 3142650 on 2016/09/27 by Chris.Babcock

	Android support for Linux by yaakuro
	- requires CodeWorks for Android Linux installed and OpenJDK 1.8
	- need to set Android SDK paths manually in Project Settings
	#jira UE-32752
	#jira UE-32753
	#PR #2564
	#PR #2565
	#ue4
	#android
	#linux

Change 3142802 on 2016/09/27 by Dmitry.Rekman

	Upgrade to SDL 2.0.5-ish (still technically 2.0.4).

	- Upstream revision 10374:dccf51aee79b.
	- Merged all our changes hopefully.

Change 3143075 on 2016/09/28 by Luke.Thatcher

	[RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro.
	#jira UE-33077

Change 3143219 on 2016/09/28 by Daniel.Lamb

	Added new is compiling function which tells you if it's really compiling instead of lying.
	If def out additional logging for debugging shader compilation issue for 4.14 release.

Change 3143428 on 2016/09/28 by Luke.Thatcher

	[PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061

Change 3143488 on 2016/09/28 by Daniel.Lamb

	Changed defaults for skip cooking editor content to true.

Change 3143526 on 2016/09/28 by Daniel.Lamb

	Increased the concurrent shader compile limit while in the cooker.
	#test Cook paragon

Change 3143874 on 2016/09/28 by Chris.Babcock

	Read Android environment variables from .bashrc on Linux
	#jira UE-36565
	#ue4
	#android
	#linux

Change 3143911 on 2016/09/28 by Dmitry.Rekman

	Fix SDL EGL API binding (UE-18979).

	- Contains PR #1398 by x414e54.
	- Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade.

Change 3143929 on 2016/09/28 by Daniel.Lamb

	Removed some more temporary logging.
	#test Cook paragon

Change 3143959 on 2016/09/28 by Jeff.Campeau

	Media Player for Xbox One

Change 3143997 on 2016/09/28 by Dmitry.Rekman

	Linux: faster linking in Debug.

	- Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating.

Change 3144004 on 2016/09/28 by Dmitry.Rekman

	Linux: make SCW dump core on crash in debug builds.

	- If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space).

Change 3144007 on 2016/09/28 by Dmitry.Rekman

	Linux: Allow equals character in command line parameter value (UE-26406).

	- PR #2019 by bozzaro.
	- Allows passing parameters like -Switch=Key=Value.

Change 3144042 on 2016/09/28 by Jeff.Campeau

	Add tag for DX12 support being experimental in target settings.

	#jira UE-36150

Change 3144068 on 2016/09/28 by Dmitry.Rekman

	Linux: enable using xgConsole in UAT (UE-28096).

	- PR #2144 by bozzaro.
	- Picks correct xgConsole binary.
	- Allegedly fixes crash in CombineXGEItemFile on mono.

Change 3144120 on 2016/09/28 by Michael.Trepka

	Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/...

Change 3144172 on 2016/09/28 by Chris.Babcock

	Add libpng 1.5.27 for Android
	#jira UE-36573
	#ue4
	#android

Change 3144318 on 2016/09/28 by Chris.Babcock

	Correct logic for checking .bashrc on Linux
	#ue4
	#android

Change 3144331 on 2016/09/28 by Dmitry.Rekman

	Linux: repair ARM server builds.

	- Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1).

Change 3144354 on 2016/09/28 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	this is intermediate, not fully working

Change 3144368 on 2016/09/28 by Josh.Adams

	- Moved the new Social files into NFL

Change 3144395 on 2016/09/28 by Chris.Babcock

	Add missing functions for AndroidWebBrowserWindow
	#ue4
	#android

Change 3144417 on 2016/09/28 by Josh.Adams

	- Probable fix for FWebBrowserWindow missing virtuals

Change 3144438 on 2016/09/28 by Jeff.Campeau

	XDK updated to 160802

Change 3144569 on 2016/09/29 by Dmitry.Rekman

	Linux: allow a selectable clock source (UE-36564).

	- The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew.
	- Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there.

	#tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm).

Change 3145108 on 2016/09/29 by Joe.Graf

	Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools)

Change 3145245 on 2016/09/29 by Joe.Graf

	#wolf
	Checking in removal of plugin use on Win64 per Josh's request

Change 3145514 on 2016/09/29 by Will.Fissler

	Updated Mac Info.plist files to disable high DPI on macOS 10.12

Change 3145538 on 2016/09/29 by Josh.Adams

	- Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots.

Change 3145540 on 2016/09/29 by Josh.Adams

	- Fix for checking some Wolf dev tool installation existence
	- Fix for various Wolf build issues
	- Fix for Wolf devices not showing up in Launch on

Change 3145542 on 2016/09/29 by Josh.Adams

	- Pulled over Wolf changes from Wolf branch into Dev-Platform

Change 3145572 on 2016/09/29 by Josh.Adams

	- Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people.
	#jira UE-36591

Change 3145769 on 2016/09/29 by Chris.Babcock

	Remove duplicate platforms from deploy list in UFE
	#jira UE-36636
	#ue4

Change 3146061 on 2016/09/29 by Chris.Babcock

	Linux: be less spammy in log when launching external procs
	#jira UE-36638
	#ue4
	#linux

Change 3146208 on 2016/09/29 by Dmitry.Rekman

	Linux: fix PhysX crash (UE-36613).

	- PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above.
	- This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun.

	#jira UE-36613

Change 3146476 on 2016/09/30 by Josh.Adams

	- Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose

Change 3146554 on 2016/09/30 by Josh.Adams

	- Removed another wolf secret log

Change 3146626 on 2016/09/30 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3146712 on 2016/09/30 by Josh.Adams

	- Fixed case for building Android on Linux
	#jira #UE-36652

Change 3146844 on 2016/09/30 by Josh.Adams

	- Removed ES2 shader compiling from TVOS, and force Metal compiling
	#jira UE-36306

Change 3146865 on 2016/09/30 by Daniel.Lamb

	Removed temp logging for materials
	#test Launch on paragon

Change 3146874 on 2016/09/30 by Dmitry.Rekman

	Linux: add rpath for libTextureConverter.so (UE-36620).

Change 3147030 on 2016/09/30 by Josh.Adams

	- Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks
	#jira UE-36623

Change 3147151 on 2016/09/30 by Josh.Adams

	- Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling?

Change 3147621 on 2016/09/30 by Michael.Trepka

	Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac

Change 3147712 on 2016/09/30 by Josh.Adams

	- Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform.
	#jira UE-36225

Change 3147725 on 2016/09/30 by Josh.Adams

	- Fixed yet another Wolf log for people with Wolf access but no SDK

[CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
Ben Marsh
1ae32843fa Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2982033 on 2016/05/18 by Chad.Garyet

	Checking in progress on the ue4 BuildGraph conversion.
	Builds and Compiles editor and game on all platforms
	Builds DDC on win64 and mac
	Builds Tools on win64

Change 3047983 on 2016/07/13 by Ben.Marsh

	PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans)

Change 3048267 on 2016/07/13 by Ben.Marsh

	BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics").

Change 3048293 on 2016/07/13 by Ben.Marsh

	BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script.

Change 3048454 on 2016/07/13 by Ben.Marsh

	BuildGraph: Disable output of error messages when just printing the contents of the graph.

Change 3048507 on 2016/07/13 by Ben.Marsh

	BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build.

Change 3049459 on 2016/07/14 by Matthew.Griffin

	Updated location of HTML5 SDKs for Installed Builds
	#jira UE-32171

Change 3049675 on 2016/07/14 by Matthew.Griffin

	Ensured that all platforms are registered when running -validateplatform command
	#jira UE-31082

Change 3049922 on 2016/07/14 by Ben.Marsh

	UBT: Fix path to XML config file in boilerplate message.

Change 3051483 on 2016/07/15 by Ben.Marsh

	EC: Remove code to prettify node names, now that we can have pretty node names explicitly.

Change 3051522 on 2016/07/15 by Ben.Marsh

	BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS.

Change 3051770 on 2016/07/15 by Ben.Marsh

	UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead.

Change 3052990 on 2016/07/17 by Ben.Marsh

	Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC.

Change 3053556 on 2016/07/18 by Ben.Marsh

	BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user).

	Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag.

Change 3053688 on 2016/07/18 by Ben.Marsh

	Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails.

Change 3054039 on 2016/07/18 by Ben.Marsh

	Fix confusing message when compiler isn't installed if the target forces VS2013

Change 3054360 on 2016/07/18 by Ben.Marsh

	Remove GUBP support from EC scripts.

Change 3054399 on 2016/07/18 by Ben.Marsh

	Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h

Change 3055671 on 2016/07/19 by Ben.Marsh

	Remove incomplete UWP integration from UE4.

Change 3055943 on 2016/07/19 by Ben.Marsh

	Remove the WinRT target platform.

Change 3056270 on 2016/07/19 by Ben.Marsh

	Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h

Change 3056390 on 2016/07/19 by Ben.Marsh

	Core: Directly include headers required by default JsonWriter template instantiation.

Change 3057444 on 2016/07/20 by Ben.Marsh

	UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4.

Change 3058337 on 2016/07/20 by Ben.Marsh

	Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry.

Change 3058348 on 2016/07/20 by Ben.Marsh

	Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging.

[CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
Josh Adams
ac8b6f2e72 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626)
#rb none
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2948322 on 2016/04/19 by Nick.Shin

	update libwebsockets to v1.7.4

	part 4 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2970016 on 2016/05/07 by Nick.Shin

	undo all of the following upgrades:
	- zlib
	- openssl
	- libcurl
	- libwebsockets

	and reset webrtc

	#jira UE-30298 - Fortnite and Orion crash on login

Change 3020547 on 2016/06/20 by Jeff.Campeau

	Support for applocal deployment of binaries
	-applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment
	Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor.

Change 3020552 on 2016/06/20 by Jeff.Campeau

	Add switch to disable debug symbol cache creation

Change 3020567 on 2016/06/20 by Jeff.Campeau

	constexpr enabled for Xbox One

Change 3020568 on 2016/06/20 by Jeff.Campeau

	Separate setting for debug
	#jira UEPLAT-1348

Change 3020628 on 2016/06/20 by Jeff.Campeau

	Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread).

Change 3020629 on 2016/06/20 by Jeff.Campeau

	Use Slate tick to drive message processing during blocking loads (improves PLM).

Change 3020633 on 2016/06/20 by Jeff.Campeau

	Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes.
	Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for).

Change 3020873 on 2016/06/21 by Lee.Clark

	PS4 - Fix missing audio when using A3D.

Change 3021225 on 2016/06/21 by Keith.Judge

	Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture.

Change 3021286 on 2016/06/21 by Dmitry.Rekman

	Linux: symbolication for memory profiler.

	- Also repaired/improved finding function name from debug info and overall callstack parsing.

	#tests Ran Linux editor and TestPAL, crashed multiple times

Change 3021512 on 2016/06/21 by Mark.Satterthwaite

	Compile fixes for new clang version.

Change 3021521 on 2016/06/21 by Mark.Satterthwaite

	Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.

Change 3021528 on 2016/06/21 by Mark.Satterthwaite

	Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer.

Change 3021595 on 2016/06/21 by Mark.Satterthwaite

	Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms.
	- Implement Metal Depth-16 and stencil-texture-view support where available.
	- Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+).
	- On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available.
	- On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls.
	- Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac.
	- Add support to Metal for setting UAVs from a uniform buffer.
	- Remove unused GlobalUniform header from MetalRHI.
	- Remove unnecessary FrameCount delay from Metal resource free lists.

Change 3021702 on 2016/06/21 by Mark.Satterthwaite

	Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext.

Change 3022152 on 2016/06/21 by Nick.Shin

	Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp

	forgot to un-do this when the giant revert (CL: #2970016) was done

	#jira UE-22166 HTML5 Cook on the fly will launch and then close browser

Change 3022409 on 2016/06/21 by Dmitry.Rekman

	Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289).

	- Contains PR #2258 (contributed by wshearn).

Change 3022541 on 2016/06/22 by Lee.Clark

	PS4 - Make sure the render target masks are set correctly for disabled render targets.
	Fixes a validation check for shaders expecting to write to NULL render targets.

Change 3022973 on 2016/06/22 by Michael.Trepka

	Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation.

Change 3023106 on 2016/06/22 by Dmitry.Rekman

	Linux: enable code to catch memory stomps during async loading.

	- Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly.

	#tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc.

Change 3023256 on 2016/06/22 by Mark.Satterthwaite

	Fix compile errors from latest Metal changes that broke iOS.

Change 3023268 on 2016/06/22 by Mark.Satterthwaite

	Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent.

Change 3023651 on 2016/06/22 by Mark.Satterthwaite

	Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel.

Change 3023777 on 2016/06/22 by Brent.Pease

	 + Update config for Android and iOS

Change 3023781 on 2016/06/22 by Chris.Babcock

	Use mmap/munmap for Android BinnedAllocFromOS
	#ue4
	#android

Change 3023947 on 2016/06/22 by Mark.Satterthwaite

	Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger.

Change 3024434 on 2016/06/23 by Lee.Clark

	PS4 - Remove Delta Color Compression support

Change 3024735 on 2016/06/23 by Mark.Satterthwaite

	Changes to MetalStatistics module initialisation.

Change 3024741 on 2016/06/23 by Mark.Satterthwaite

	Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules.

Change 3025477 on 2016/06/23 by Brent.Pease

	 + Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs
	 + Change UEDeployAndroid.cs to use UnrealPluginLanguage

Change 3026085 on 2016/06/23 by Jeff.Campeau

	Separate Xbox One target settings for editor only values
	Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis)
	Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown)
	Clean up cached ini sections for UBT/UAT

Change 3026093 on 2016/06/23 by Jeff.Campeau

	Cleanup unused files

Change 3026745 on 2016/06/24 by Mark.Satterthwaite

	+ Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel".
	+ The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again.
	+ Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder.

	-  By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup.

Change 3026831 on 2016/06/24 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3026940 on 2016/06/24 by Brent.Pease

	PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet)

Change 3027396 on 2016/06/24 by Brent.Pease

	Add BuildGraph.csproj to get Xamarin .sln builds working again

Change 3029211 on 2016/06/27 by Michael.Trepka

	Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user

Change 3029518 on 2016/06/27 by Josh.Adams

	Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1

Change 3030385 on 2016/06/28 by Keith.Judge

	Fix XB1 deployment issues with AppXManifest for Paragon.

Change 3030416 on 2016/06/28 by Lee.Clark

	PS4 - Fix Mediaplayer IsPlaying

Change 3030922 on 2016/06/28 by Keith.Judge

	XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much.

Change 3030948 on 2016/06/28 by Jeff.Campeau

	Revert to using constant chunk indexes instead of polling the OS.
	(OS API has a bug that will not be fixed.)

Change 3031016 on 2016/06/28 by Brent.Pease

	UEPLAT-1244 - Archive dSYM file
	UEPLAT-1359 - Support creating dSYM bundle

	Changes:
	 + Added ios settings flag for dsym bundle
	 + Added ios setting for creating xcode archive
	 + xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is

Change 3031352 on 2016/06/28 by Bob.Tellez

	Added tps file for xcodeunlock

Change 3031604 on 2016/06/28 by Mark.Satterthwaite

	Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error.

Change 3031879 on 2016/06/28 by Brent.Pease

	 + PhysX libraries for bitcode support on tvOS.

Change 3032374 on 2016/06/29 by Keith.Judge

	Enable Oodle Handler Component on Xbox One

Change 3032407 on 2016/06/29 by Keith.Judge

	Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain.

Change 3032432 on 2016/06/29 by Keith.Judge

	XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread.

Change 3033474 on 2016/06/29 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3033603 on 2016/06/29 by Brent.Pease

	 + Support UnrealPluginLanguage for IOS and TVOS builds
	 + Allow ios/tvos UPL files an opportunity to modify a package's info.plist file

Change 3034004 on 2016/06/30 by Lee.Clark

	PS4 - Use SDK 3.508.101

Change 3034007 on 2016/06/30 by Lee.Clark

	PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH

Change 3034173 on 2016/06/30 by Lee.Clark

	PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure

Change 3034498 on 2016/06/30 by Jeff.Campeau

	Use MSBuild version 14 when generating project files.

Change 3034943 on 2016/06/30 by Mark.Satterthwaite

	For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts.

Change 3035416 on 2016/07/01 by Lee.Clark

	PS4 - Replace export vertex shader check with a CFLAG

Change 3036093 on 2016/07/01 by Brent.Pease

	 + Fix dSYM bundle path on Windows ios builds
	 + Search for DeltaCopy directory if its not found from the user settings
	 + Do not build an XCArchive file when building for ios on non-mac platforms

Change 3036726 on 2016/07/02 by Brent.Pease

	 + Add missing tvOS bitcode library

Change 3037455 on 2016/07/05 by Lee.Clark

	PS4 - Default SmoothFrameRate to false

Change 3037470 on 2016/07/05 by Keith.Judge

	Xbox One - Allow framerate smoothing, but default to off for consistency with PS4.

Change 3038322 on 2016/07/05 by Jeremiah.Waldron

	Fix for asset packages with Unicode characters in their name not being loaded on Android.

	Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function
	  - Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them.

	The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?'
	This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character.

	#jira UE-18643
	#android

Change 3038693 on 2016/07/05 by Mark.Satterthwaite

	Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly.

Change 3039880 on 2016/07/06 by Mark.Satterthwaite

	Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call.

Change 3040407 on 2016/07/06 by Michael.Trepka

	Added View->Enter Full Screen menu item for games on Mac

Change 3040550 on 2016/07/06 by Mark.Satterthwaite

	Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'.

Change 3041098 on 2016/07/07 by Peter.Sauerbrei

	initial changes to get IOS builds from PC in launcher release of engine

Change 3041310 on 2016/07/07 by Keith.Judge

	Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set.

Change 3041327 on 2016/07/07 by Keith.Judge

	Xbox One - Remove pointless memory barrier call in D3D11Query

Change 3041352 on 2016/07/07 by Keith.Judge

	Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot.

Change 3041419 on 2016/07/07 by Jeff.Campeau

	Xbox One toolchain fix for VS2015 Update 3

Change 3041635 on 2016/07/07 by Jeff.Campeau

	Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored).
	#jira OR-15578

Change 3041735 on 2016/07/07 by Peter.Sauerbrei

	re-enabled the build parameters for launcher release builds in IOS

Change 3041783 on 2016/07/07 by Joe.Graf

	Changed bAutpApplyFailed to bAutoApplyFailed (typo)

Change 3041784 on 2016/07/07 by Joe.Graf

	Fixed missing %s from a log message in UResavePackagesCommandlet

Change 3042434 on 2016/07/08 by Lee.Clark

	PS4 - Fix compilation failure when Unsafe Command Buffers are enabled.

Change 3042658 on 2016/07/08 by Lee.Clark

	PS4 - Use SDK 3.508.201

Change 3042970 on 2016/07/08 by Josh.Adams

	Redoing CL in 3040890 in Dev-Platform

Change 3043243 on 2016/07/08 by Chris.Babcock

	clamped allowed slot range for gameplay debugger's categories
	copy of CL# 3040313 from //UE4/Dev-Framework
	#jira UE-32866

Change 3043500 on 2016/07/08 by Mark.Satterthwaite

	Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS.

Change 3044628 on 2016/07/11 by Mark.Satterthwaite

	Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features.
	#jira UE-32989

Change 3044948 on 2016/07/11 by Dmitry.Rekman

	Fix editor crash (happened on Linux, but not really specific to it) (UE-32973)

	- We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob).
	- Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders.

	#jira UE-32973

Change 3045322 on 2016/07/11 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3046028 on 2016/07/12 by Lee.Clark

	PS4 - Check for correct SDK installation
	Allow use of 7th core when Morpheus is enabled

Change 3046339 on 2016/07/12 by Peter.Sauerbrei

	fix for incorrect error message when iPhone Plus icon is the correct size

[CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
Ben Marsh
5fc947ac7e Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3020969)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2986511 on 2016/05/23 by Ben.Marsh

	UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in.

Change 2993274 on 2016/05/27 by Ben.Marsh

	Fix UGS enumerating deleted .target.cs files when trying to detect editor target name.

Change 2994265 on 2016/05/31 by Ben.Marsh

	Add info about setting up CIS integration and zipped editor builds in UGS.

Change 2994275 on 2016/05/31 by Ben.Marsh

	PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans)

Change 2994287 on 2016/05/31 by Ben.Marsh

	UnrealGameSync: Add information about how UGS self-patches and updates.

Change 2996928 on 2016/06/01 by Ben.Marsh

	UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet.

Change 2997619 on 2016/06/02 by Ben.Marsh

	UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file.

Change 2999769 on 2016/06/03 by Ben.Marsh

	UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not.

Change 3004879 on 2016/06/07 by Ben.Marsh

	Remove copy of AWSSDK in NotForLicensees folder.

Change 3004902 on 2016/06/07 by Ben.Marsh

	UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder.

Change 3005892 on 2016/06/08 by Ben.Marsh

	Add the GitHub promotion to the UE4 binary release build.

Change 3016241 on 2016/06/16 by Ben.Marsh

	UGS: Always sync version files at the same changelist as everything else (rather than head revision)

Change 3016446 on 2016/06/16 by Ben.Marsh

	PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist)

Change 3016472 on 2016/06/16 by Ben.Marsh

	PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot)

Change 3017694 on 2016/06/17 by Ben.Marsh

	EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments.

Change 3017695 on 2016/06/17 by Ben.Marsh

	UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders.

	#jira UE-24271

Change 3017698 on 2016/06/17 by Ben.Marsh

	Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types).

	#jira UEB-664

Change 3017701 on 2016/06/17 by Ben.Marsh

	BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node.

	Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read.

	All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency.

Change 3017714 on 2016/06/17 by Ben.Marsh

	BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task).

Change 3018007 on 2016/06/17 by Ben.Marsh

	UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt.

	#jira UE-28761

Change 3018322 on 2016/06/17 by Ben.Marsh

	PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti)

Change 3018365 on 2016/06/17 by Ben.Marsh

	Misc: Fixes for warnings compiling ShaderCompileWorker on Clang

Change 3018397 on 2016/06/17 by Ben.Marsh

	UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT

Change 3019421 on 2016/06/20 by Ben.Marsh

	Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead.

Change 3019423 on 2016/06/20 by Ben.Marsh

	PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti)

Change 3020377 on 2016/06/20 by Ben.Marsh

	UBT: Fix strings not being escaped before writing to JSON files.

Change 3020378 on 2016/06/20 by Ben.Marsh

	UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list.

Change 3020966 on 2016/06/21 by Ben.Marsh

	EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main.

#rb none
#lockdown Nick.Penwarden

[CL 3020980 by Ben Marsh in Main branch]
2016-06-21 09:17:49 -04:00
Josh Adams
d81e0f1653 Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 2945165)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2731596 on 2015/10/16 by Keith.Judge

	Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step.

Change 2764244 on 2015/11/12 by Keith.Judge

	Stop creating/deleting SRVs for dynamic buffers all the time. Instead add a new view when a new buffer is cycled and keep them around until the buffer is dead.

Change 2936695 on 2016/04/07 by Mark.Satterthwaite

	Disable Metal on Mac OS X versions prior to 10.11.4 because their drivers are too buggy and lots of issues users will encounter were fixed in 10.11.4.

Change 2936701 on 2016/04/07 by Mark.Satterthwaite

	Re-enable DistanceFieldAO on Mac Metal, but disable the support for Heightfield composition into the DistanceFieldAO as that currently requires Read+Write texture support which isn't present in Metal yet.

Change 2936702 on 2016/04/07 by Mark.Satterthwaite

	Enable capsule shadows on Metal SM5 for Mac Paragon.

Change 2936704 on 2016/04/07 by Mark.Satterthwaite

	Re-add Metal_MacES3_1 entries in RHIDefinition functions - not quite sure how they disappeared...

Change 2936706 on 2016/04/07 by Mark.Satterthwaite

	Fix implementation of BeginRenderingPrePass to only clear the depth+stencil buffers when it is asked to - this fixes LOD fading in Paragon on Mac when parallel execution is enabled. The parallel contexts were being instructed to clear the pre-pass data which was then fouling up all the subsequent rendering.

Change 2936708 on 2016/04/07 by Mark.Satterthwaite

	Extend workaround from 2905206 for UE-27818 to Metal as well as OpenGL - it isn't permissable to have an unbound resource on these APIs as you aren't allowed to make the assumption than an if-branch will protect against null dereference on the GPU.

Change 2936737 on 2016/04/07 by Mark.Satterthwaite

	Changes to reduce Metal's peak memory usage when streaming texture data in when loading levels:
	- When uploading data to Shared memory Metal textures dispose of the source buffer immediately as it won't be required after the call to replaceRegion.
	- Add an optional CVar ("rhi.Metal.MaxOutstandingAsyncTexUploads") and keep a count of outstanding async. texture uploads - really this might be better as a memory count - if teh current outstanding count is greater than the specified CVar wait for all operations to complete before purging the used buffers. By default the CVar is set to 0 which disables the tracking and the game will use all available memory.

Change 2936741 on 2016/04/07 by Mark.Satterthwaite

	For Metal don't use a texture-view unless the mip-range or texture format is different - we only create a texture-view if we absolutely have to in order to avoid performance reductions on some vendors. When this happens we'll have to update the SRV to point to the new source texture but that can be handled on bind.

Change 2936753 on 2016/04/07 by Mark.Satterthwaite

	Mutex the pipeline cache inside each Metal bound-shader-state - with parallel execution this can be modified from multiple threads.

Change 2936758 on 2016/04/07 by Mark.Satterthwaite

	Don't eliminate redundant Metal command-encoders on Intel either - this only seems to work correctly on AMD...

Change 2936762 on 2016/04/07 by Mark.Satterthwaite

	Validate that parallel contexts aren't asked to clear render-targets (incl depth/stencil) as this won't work as desired - each context will end up clearing the contents meaning none of the rendering will propagate which is probably not what you intend.

Change 2936765 on 2016/04/07 by Mark.Satterthwaite

	Fix alignment of blit-commands between textures & buffers in Metal. Mac Metal has no minimum alignment and allows tightly packed rows, but mobile H/W has a fixed row alignment of 64-bytes for linear texture data.

Change 2936767 on 2016/04/07 by Mark.Satterthwaite

	Remove the workaround for old Mac OS X AMD cards not supporting frame-buffer sRGB - I have a feeling it causes more problems than it solves.

Change 2936773 on 2016/04/07 by Mark.Satterthwaite

	Warn the user when trying to run on OpenGL 3.2 GPUs that they are running unsupported and there may be rendering errors and performance problems.

Change 2936777 on 2016/04/07 by Mark.Satterthwaite

	In MetalRHI move the calls that reset the state-cache and command-encoder to EndFrame and fix the fallout. Hopefully this will eliminate the problem where a draw call fails because a call to SetRenderTargets hasn't been made since the last time the command-buffer was submitted.

Change 2936788 on 2016/04/07 by Daniel.Lamb

	PR #2193: Commandlet tweaks: Fixup Redirects and Cook-on-the-fly Server (Contributed by FineRedMist)

Change 2936799 on 2016/04/07 by Mark.Satterthwaite

	Automatically enable RHI thread support in Metal if parallel execution is compiled in unless running the Editor which doesn't support it. The RHI thread is only enabled in Metal when parallel execution is available because there's little to no advantages to the RHI thread with Metal unless parallel execution is enabled. Also only enable async compute support when parallel execution is available and running on an AMD GPU as only AMD support it and again its only really useful when running things in parallel. Disable the async. compute fencing code when async. compute is disabled.

Change 2936923 on 2016/04/07 by Peter.Sauerbrei

	add exception when trying to access an ini section which we don't cache

Change 2937839 on 2016/04/08 by Lee.Clark

	PS4 - BC6H and BC7 support

	#jira OR-14804

Change 2937841 on 2016/04/08 by Lee.Clark

	Fix media player not opening the same file that has just been closed.

Change 2937843 on 2016/04/08 by Lee.Clark

	PS4 - Fix Media player seek and duration

Change 2938272 on 2016/04/08 by Mark.Satterthwaite

	Change the Metal texture lock/unlock code to use the immediate getBytes API to read from the texture unless it is stored in Private memory and requires we use the blit-encoder. This means iOS texture locking won't generally need to use the blit encoder with its row alignment restrictions as all textures will be Shared. On Mac most textures will still be accessed via blit operations  since Private memory is much more common than Managed.

Change 2938471 on 2016/04/08 by Nick.Shin

	load/save with "negative char size value" fixed

	two 'U''s were missing-- causing base64encoder and decoder to not return original data (or expected data for that matter)...

	C++ function shows these signatures:
	    \Engine\Source\Runtime\Engine\Public\SaveGameSystem.h
	    FGenericSaveGameSystem::SaveGame(..., ..., ..., ...<uint8>);
	    FGenericSaveGameSystem::LoadGame(..., ..., ..., ...<uint8>);

	javascript version was using signed operators...

	answerhub 386719 - broken load/save

Change 2938546 on 2016/04/08 by Nick.Shin

	upgrading zlib, openssl, libcurl & libwebsockets
	(part 1, for libwebsockets -- engine changes will be in part 2)

	and writting down all of the build instructions into a single script file

	future tasks may have the script broken to smaller sized files and placed in the respective library folders for simplicity -- for now, it's bundled together to ensure build is all-in-one...

	#jira UEPLAT-1246 - Update libWebsockets
	#jira UEPLAT-1221 - update websocket library
	#jira UEPLAT-1223 - Arrange testing for 'update websocket library'
	#jira UEPLAT-1203 - Add Linux library for libwebsockets
	#jira UEPLAT-1204 - Rebuild libwebsockets with SSL

Change 2939402 on 2016/04/11 by Mark.Satterthwaite

	No need to call synchroniseTexture on iOS when locking a texture for read - that function call is only available and required on OS X.

Change 2939526 on 2016/04/11 by Daniel.Lamb

	Don't mark content as modified when garbage collecting.
	#PR2249
	#2249

Change 2940094 on 2016/04/11 by Michael.Trepka

	Temporarily rollback //UE4/Dev-Platform/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalContext.cpp to revision 47 to unblock UE-29312

	#codereview Mark.Satterthwaite

Change 2940540 on 2016/04/12 by Jeff.Campeau

	Hardware decompress support for Xbox One.

Change 2940793 on 2016/04/12 by Lee.Clark

	PS4 - Fix file handle leaks

	#codereview Marcus.Wassmer

Change 2940903 on 2016/04/12 by Keith.Judge

	Xbox One - Fix validated driver warning when using async compute with dynamic buffers (remove dynamic buffers).
	Also resurrected the old deferred deletion queue (though simplified the code a lot as TQueue was horrible), as the platform agnostic one can't deal with placement created resources with a separate buffer/resource.
	Moved associated deferred deletion logic out of FD3D11DynamicBuffer.

	Attempted fix for UE-28758, but doesn't actually fix it. :(

Change 2940959 on 2016/04/12 by Michael.Trepka

	Moved RadioEffectUnit CoreAudio plugin to Engine/Build/Mac

	#codereview Ben.Marsh

Change 2940961 on 2016/04/12 by Michael.Trepka

	Updated GitHub readme for Mac with instructions for building ShaderCompileWorker

	#codereview Ben.Marsh

Change 2941010 on 2016/04/12 by Daniel.Lamb

	Added xboxone.projectsettings to the ini processer in UAT.
	#codereview Peter.Sauerbrei
	#jira UE-29344

Change 2941671 on 2016/04/12 by Jeff.Campeau

	March 2016 XDK update

Change 2941998 on 2016/04/13 by Mark.Satterthwaite

	In MetalCommandList retain/release when waiting on a command-buffer commit to ensure command-buffer lifetime.

Change 2942008 on 2016/04/13 by Keith.Judge

	Fix black reflections when async compute is enabled. Shader resource tables are now properly bound on the context, and fixed a bug where the buffer offset and number of constants wasn't being properly set when using the ring buffer.

	#jira UE-28758

Change 2942046 on 2016/04/13 by Lee.Clark

	Fix SN-DBS launch failure with VS2015 - (path env seems to be null in 2015)

Change 2942095 on 2016/04/13 by Mark.Satterthwaite

	MIssed a change to use AlignedStride rather than Stride in FMetalDynamicRHI::RHIReadSurfaceFloatData to fix iOS blit-encoder read-back.

Change 2942383 on 2016/04/13 by Mark.Satterthwaite

	When locking a Metal texture on Mac you have to submit the command buffer & wait in a different location for Private vs. Managed access.

Change 2942419 on 2016/04/13 by Michael.Trepka

	Enabled IPv6 on iOS and Mac

	#jira UEPLAT-1168

Change 2942472 on 2016/04/13 by Daniel.Lamb

	Fixed missing OnlineSubsystemGooglePlay section from UAT ini processing.
	#codereview Peter.Sauerbrei

Change 2942829 on 2016/04/13 by Nick.Shin

	removing unused emscripten - ThirdParty folder

	the ThirdParty folder contained a lot of GPL (and sometimes missing) licensing projects - removing to keep legal happy

	tested with full rebuild, full cook, packaging and running QAGame

Change 2943110 on 2016/04/13 by Chris.Babcock

	Fix Oculus mobile binaries filtered (include the jars)
	#jira ue-29080
	#ue4
	#android
	#gearvr
	#codereview Nick.Whiting

Change 2943111 on 2016/04/13 by Chris.Babcock

	Fix GearVR plugin jar copy logic
	#jira UE-29108
	#ue4
	#android
	#gearvr
	#codereview Nick.Whiting

Change 2943579 on 2016/04/14 by Peter.Sauerbrei

	enable tvOS in the binary build

Change 2943587 on 2016/04/14 by Peter.Sauerbrei

	creation of xcode archives when using the archive command with iOS

Change 2943619 on 2016/04/14 by Mark.Satterthwaite

	Make Metal SM4 the default on Mac again for the 4.12 release. As expected there are many bugs to resolve.

Change 2943869 on 2016/04/14 by Daniel.Lamb

	Turned duplicate stage of files into warning.
	#codereview Peter.Sauerbrei
	#lockdown Josh.Adams
	#jira UE-29487

Change 2943901 on 2016/04/14 by Keith.Judge

	Xbox One - Fix start up crash.

	#lockdown Josh.Adams

Change 2943981 on 2016/04/14 by Mark.Satterthwaite

	Allow RWBuffers in Metal, which should work, but not RWTextures which aren't yet supported.
	#jira UE-29492
	#lockdown josh.adams

Change 2944080 on 2016/04/14 by Peter.Sauerbrei

	temporarily remove code which removes passwords in ini files which reside in the pak file
	multiple defaultengine.ini files were being copied over one another
	#lockdown josh.adams

Change 2944249 on 2016/04/14 by Peter.Sauerbrei

	fix for writing out DefaulEngine.ini when deprecated items are not changed
	#codereview zabir.hoque
	#lockdown josh.adams

Change 2944454 on 2016/04/14 by Peter.Sauerbrei

	fix for incorrect archive directory and missing IPA
	#jira UE-29509
	#lockdown josh.adams

Change 2944834 on 2016/04/15 by Peter.Sauerbrei

	fix for crash on some iOS device due to resources being freed while still in use by the GPU
	#jira UE-29517
	#lockdown josh.adams

Change 2944915 on 2016/04/15 by Peter.Sauerbrei

	fix for including Facebook SDK in tvOS since we don't have the Facebook libraries for tvOS yet
	#lockdown josh.adams

Change 2945164 on 2016/04/15 by Josh.Adams

	- Removing XboxOnePDBFile from junkmanifest, causes too much trouble when staging using AutoSDKs
	#lockdown nick.penwarden
	#codereview jeff.campeau

#lockdown nick.penwarden

[CL 2945174 by Josh Adams in Main branch]
2016-04-15 10:04:09 -04:00
Matthew Griffin
d9f2a9fd85 Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2864843 on 2016/02/12 by Ben.Marsh

	Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.

Change 2865161 on 2016/02/12 by Ben.Marsh

	Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.

Change 2865643 on 2016/02/12 by Ben.Marsh

	Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.

Change 2874408 on 2016/02/19 by Ben.Marsh

	Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.

Change 2879572 on 2016/02/24 by Ben.Marsh

	Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.

Change 2883216 on 2016/02/26 by Ben.Marsh

	Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.

Change 2883755 on 2016/02/26 by Ben.Marsh

	Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.

Change 2886223 on 2016/02/29 by Ben.Marsh

	Ignore SignTool errors - we can recover from them.

Change 2887414 on 2016/03/01 by Ben.Marsh

	Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.

Change 2888235 on 2016/03/01 by Ben.Marsh

	Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.

Change 2889602 on 2016/03/02 by Ben.Marsh

	Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.

Change 2889610 on 2016/03/02 by Ben.Marsh

	Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.

Change 2891866 on 2016/03/03 by Matthew.Griffin

	Removed Rocket specific batch files and made sure installed build won't try to include them
	Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead

Change 2893349 on 2016/03/03 by Ben.Marsh

	Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.

Change 2894703 on 2016/03/04 by Ben.Marsh

	Include *.usf when looking for the last code changelist. Also update version to 1.68.

Change 2897991 on 2016/03/07 by Ben.Marsh

	Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.

Change 2898005 on 2016/03/07 by Ben.Marsh

	Minor changes to support BuildGraph:

	* UE4Build now has a static function that can update version files.
	* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
	* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".

Change 2898095 on 2016/03/07 by Ben.Marsh

	UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.

Change 2898248 on 2016/03/07 by Ben.Marsh

	UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.

Change 2898615 on 2016/03/08 by Matthew.Griffin

	Removed last uses of RunningRocket function
	All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.

Change 2898681 on 2016/03/08 by Matthew.Griffin

	Removed Automation.RunningRocket function as there are no more uses
	Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.

#lockdown Nick.Penwarden

[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
Ben Marsh
5e75112469 Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2828332 on 2016/01/14 by Matthew.Griffin

	Ensure that warnings from Dynamic Compilation of build.cs files are propagated up to user when compiling in Visual Studio etc.

Change 2828335 on 2016/01/14 by Matthew.Griffin

	Renaming AddThirdParty... functions to AddEngineThirdParty... so it's clear we're talking about third party libraries within the engine directory. This removes another couple of RunningRocket checks and uses the IsMonolithic property now.

Change 2831365 on 2016/01/16 by Ben.Marsh

	Add a UAT command to remove any temp storage directories older than a specified length of time, and disable the GUBP node to do so when running with -NewEC. Better to set this up as a separate scheduled task for each temp storage folder we have, rather than run it as part of GUBP builds above a certain size.

Change 2832166 on 2016/01/18 by Ben.Marsh

	Make INI file parsing much more tolerant to errors, because it prevents the build system from starting up. Now outputs warnings rather than throwing exceptions.

Change 2835725 on 2016/01/20 by Matthew.Griffin

	Removed more uses of RunningRocket functions

	Switch Linux staging check to see if required files exist until switched to using receipts
	Always stage CrashReporter for Linux
	Mac and Linux will not use Compile Lean And Mean when generating project files
	Allow normal DynamicCompilation check to occur in binary builds
	Allow XMPP dependency on WebRTC now that it's publically distributed

Change 2835864 on 2016/01/20 by Matthew.Griffin

	Made sure -rocket is passed when generating project files as this has to work from UnrealVersionSelector with every version of the Engine we've released.
	Also tidied up some arguments that are set in UVS and never used.

Change 2839932 on 2016/01/22 by Matthew.Griffin

	Removed last uses of RunningRocket from UnrealBuildTool

	Changed Mac Build.sh so that it doesn't try to build UBT so that it can be used in installed builds the same way as windows.
	Combined code doing very similar things for single games and rocket projects.
	Removed check on whether to add client and server targets in Rocket as we don't distribute the .target.cs files.
	Removed RunningRocket function and the code checking for -rocket on the command line

Change 2846971 on 2016/01/28 by Matthew.Griffin

	Replaced RunningRocket with IsEngineInstalled for all Engine programs that won't need to be built.

Change 2853879 on 2016/02/03 by Matthew.Griffin

	Added UnrealLightmass to list of programs to build when Build Solution is used and Editor configuration is selected

	#jira UE-25666

#lockdown Nick.Penwarden

[CL 2854567 by Ben Marsh in Main branch]
2016-02-03 15:40:40 -05:00
Matthew Griffin
984342ca17 Merging //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) post CL#2804086 to CL#2817167
CL#2805395 resolved as target to avoid copying 2015 changes
#lockdown Nick.Penwarden

[CL 2819197 by Matthew Griffin in Main branch]
2016-01-07 11:21:22 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Ben Marsh
92ec2b8239 Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS).

Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file.

Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it)

Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream

	Adding config entries to determine which platforms/configurations are available

	Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build.

	A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid.

Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Copying UnrealGameSync into Engine/Source/Programs.

Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream

	PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667)

Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target.

Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use.

Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to
PrecompileTargetsType.None.

	#codereview Matthew.Griffin

Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream

	Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015

Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream

	Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files.

Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Restore change to gather VC environment directly from registry.

#lockdown Nick.Penwarden

[CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
Matthew Griffin
dd9089277d Merging //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

[CL 2767474 by Matthew Griffin in Main branch]
2015-11-16 03:49:18 -05:00
Josh Adams
d124fb7185 Copying
//UE4/Dev-Platform/Engine/Source/Programs/UnrealBuildTool/Configuration/EngineConfiguration.cs

to //UE4/Main/Engine/Source/Programs/UnrealBuildTool/Configuration/EngineConfiguration.cs

#lockdown josh.adams

[CL 2732321 by Josh Adams in Main branch]
2015-10-16 15:45:58 -04:00
Peter Sauerbrei
0743d781e0 fix for build failure when staging PS4
#codereview marcus.wassmer

[CL 2728612 by Peter Sauerbrei in Main branch]
2015-10-14 14:53:57 -04:00
Ben Marsh
df83418aeb Auto-format UBT for consistent spacing. All default Visual Studio settings, but tabs instead of spaces.
[CL 2704665 by Ben Marsh in Main branch]
2015-09-24 12:37:21 -04:00
Jamie Dale
1321916545 Made the Localise automation script more data driven, and removed some hard-coded assumptions
The Localise automation script processing was failing as we have acquired the "zh-Hans-CN" culture in our OneSky project, but the UE4 commandlet doesn't generate that culture, only "zh-CN". This was causing the script to fail as it couldn't find the data for that culture in Perforce.

This change has the Localise automation script read the same config file that the UE4 commandlet will use, and then use that config file data to work out what cultures it will export/upload to OneSky.

This change should also make the script generic enough for it to be used for other projects (once we can pass in the arguments on the command line).

[CL 2704649 by Jamie Dale in Main branch]
2015-09-24 12:25:10 -04:00
Peter Sauerbrei
e2e7e2edb6 missed some ini sections that need to be loaded
[CL 2692430 by Peter Sauerbrei in Main branch]
2015-09-15 17:05:07 -04:00
Peter Sauerbrei
e706287759 Speed up reading and accessing ini files from UAT/UBT
#uat
#ubt
#codereview ben.marsh, wes.hunt

[CL 2691637 by Peter Sauerbrei in Main branch]
2015-09-15 09:29:42 -04:00
Ben Marsh
9610023ca5 Use FileReference and DirectoryReference classes instead of strings for paths. Massively reduces the amount of paranoid calls to GetFullPath(), CleanDirectorySeparators() et al., and improves performance for really common UBT operations like making relative paths or checking if files are under a directory. Strong typing ensures that intention of parameters is explicit.
[CL 2678429 by Ben Marsh in Main branch]
2015-09-03 08:47:24 -04:00
Steve Robb
3b8ddc4689 Fixed ParseAction.Remove.
#codereview robert.manuszewski

[CL 2632090 by Steve Robb in Main branch]
2015-07-24 08:35:03 -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
Jeff Campeau
cf48eb78f0 Fix issue deploying games with invalid characters in names or ABCD style guids.
Added some default values for project setup.
Added type support to default value macros for manifest settings.
Added a macro for manifest generation that filters all non-alphanumeric or dot characters (this is a common requirement for manifest fields).
Filtered game name with alphanumericdot and productid with guid type to support projects that didn't use the same format as some others.

[CL 2541236 by Jeff Campeau in Main branch]
2015-05-07 12:19:58 -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
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
Josh Adams
d80709d2c5 - Changed FConfigCacheIni files to have a "type" that determines if Flush is called on them when they go out of scope (temporary objects were writing bad files to disk) [UE-8542]
- Temporarily (until 4.8) deleting the bad Engine/Config/NoRedist/BaseEngine.ini that was being created because of the above problem

#codereview jamie.dale,terence.burns

[CL 2423949 by Josh Adams in Main branch]
2015-01-29 12:06:08 -05:00