- The entire editor can now be compiled using Clang on Windows. It also runs (as long as you use the MSVC linker.)
- Use UEBuildWindows.bCompileWithClang=true to help test Clang support
- Most UE4 programs can now be compiled using Clang on Windows, and linked using the Clang linker on Windows
- Many C++ syntax fixes to resolve Clang errors and warnings when on Windows
- Clang on Windows now supports PCH files properly (but not "shared" PCHs, yet.)
- Hacked the DirectX XAudio2 headers slightly to work around a macro pasting bug in Clang
[CL 2494439 by Mike Fricker in Main branch]
- Updated UBT to allow us to setup platform information prior to setting the intermediate directory, ran by RobM
- Removed some code that allowed uis to rename binaries. We now use architecture for our _xp suffix.
- Added clarity to the WindowsPlatform XP checks. We can now specify XP support "If Available" which atm is only the case for win32. We have an IsWindowsXPSupported() call now in the windows build platform.
- Windows XP support can now be requested through UBT on the commandline. Specify using -winxp
Kellans GUBP changes included.
#CodeReview Kellan.Carr
[CL 2422021 by Terence Burns in Main branch]
XP support is off by default and currently only supported for win32 builds using Visual Studio 2013
I have updated a lot of platform atomic calls to use 32 bits as 64 is not supported on windows xp.
Added extra checks in d3d11 to ensure that these cached shaders are for that platform.
Added a validity check to the TextInputMethodSystem before we try and process input.
128 bit atomics disabled for header generator. Causes issues with xp compilation. Reviewed by Steve Robb.
Texture Memory size stats changed to from bytes to kilobytes to satisfy dependency for 32 bit atomics.
Note: OpenGL is the default RHI for WindowsXP.
[CL 2057787 by Terence Burns in Main branch]