Commit Graph

12 Commits

Author SHA1 Message Date
Joe Kirchoff
d584bd7966 IncludeTool: Handle /external:I as include path arg
#jira UE-146983
#rnx
#rb trivial
#preflight skipped

[CL 20629135 by Joe Kirchoff in ue5-main branch]
2022-06-13 12:41:49 -04:00
Joe Kirchoff
e09f8a6889 IncludeTool: Handle /imsvc & -isystem include paths in clang command lines
#rb none
#rnx
#preflight 627a94e36e407655d3db994b

[CL 20125062 by Joe Kirchoff in ue5-main branch]
2022-05-10 12:53:45 -04:00
jonathan adamczewski
739a9299fa IncludeTool: Launch UBT via dotnet UnrealBuildTool.dll
Adds references to EpicGames.Core and EpicGames.Build; removes duplicate code only when there are explicit name collisions.

#jira none
#rnx
#preflight 627024308063424f88b3a586

[CL 20015354 by jonathan adamczewski in ue5-main branch]
2022-05-02 16:41:40 -04:00
Joe Kirchoff
d0487689bf UnrealBuildTool: Relative pathing for Mac & Linux toolchains
#rb trivial
#rnx
#preflight 62474481f4217035fa9db83d

[CL 19593260 by Joe Kirchoff in ue5-main branch]
2022-04-01 14:56:46 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
Ryan Durand
9ef3748747 Updating copyrights for Engine Programs.
#rnx
#rb none
#jira none

#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869242 in //Fortnite/Release-12.00/... via CL 10869536
#ROBOMERGE-BOT: FORTNITE (Main -> Dev-EngineMerge) (v613-10869866)

[CL 10870955 by Ryan Durand in Main branch]
2019-12-26 23:01:54 -05:00
marc audy
e58023be83 Fix incorrect start index for Substring when finding /FI
#rb Ben.Marsh
#jira
#rnx


#ROBOMERGE-SOURCE: CL 9735663 via CL 9735892 via CL 9735986 via CL 9736021
#ROBOMERGE-BOT: (v539-9700858)

[CL 9736061 by marc audy in Main branch]
2019-10-21 15:04:55 -04:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Ben Marsh
460ca1cbb4 Fix static analysis and HTML5 errors due to use of force-included files.
#rb none
#lockdown Nick.Penwarden

[CL 3900906 by Ben Marsh in Main branch]
2018-02-20 20:36:35 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

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

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00