Commit Graph

2659 Commits

Author SHA1 Message Date
Ben Marsh
d271530fe0 Allow using both Win32 and Win64 in Rocket builds.
[CL 2535196 by Ben Marsh in Main branch]
2015-05-03 09:12:14 -04:00
Ben Marsh
a503253013 Don't remove plugins for the 'Desktop' target platform if we don't have the UEBuildPlatform registered. It breaks a LOT of things if you download the engine to your desktop.
#codereview Josh.Adams

[CL 2535030 by Ben Marsh in Main branch]
2015-05-02 19:23:51 -04:00
Ben Marsh
53fafaf1c9 Fix executable permissions on files extracted from zips.
[CL 2535002 by Ben Marsh in Main branch]
2015-05-02 18:17:02 -04:00
Ben Marsh
4c15ef5ad1 Fix running out of file handles on Mac when decompressing ICU datafiles. Same file is written many times from the same hashed data, so it keeps lots of file handles open at once. Download the file to one location first, then copy it to the others instead. Also fix the number of idle threads not being correctly updated, causing the download to keep restarting even though nothing else is succeeding (making the downloader keep looping around 99% when it threw an exception for running out of handles, rather than writing an error and quitting).
[CL 2534996 by Ben Marsh in Main branch]
2015-05-02 18:13:26 -04:00
Ben.Marsh
2cae86c86f [INTEGRATE] Change 2534940 by Ben.Marsh@Ben.Marsh_T3245_Main on 2015/05/02 14:40:19
Fix name of bootstrap executable when packaging content-only projects. Should be ProjectName.exe, not UE4Game.exe.

[CL 2534943 by Ben Marsh in Main branch]
2015-05-02 14:41:23 -04:00
Ben.Marsh
2ef0928b0c [INTEGRATE] Change 2534938 by Ben.Marsh@Ben.Marsh_T3245_Main on 2015/05/02 14:39:44
Fix crash with OnlyModules being null; not sure how UBT got into this state.

[CL 2534942 by Ben Marsh in Main branch]
2015-05-02 14:41:09 -04:00
Ben.Marsh
40af65c1fc [INTEGRATE] Change 2534926 by Ben.Marsh@Ben.Marsh_T3245_Main on 2015/05/02 14:04:22
Fix search path for target platform headers.

[CL 2534928 by Ben Marsh in Main branch]
2015-05-02 14:05:46 -04:00
Mark Satterthwaite
5b5808d149 Use a single flat .dSYM on OS X for debug symbols on Josh's advice, this can reside next to the corresponding binary file without breaking the MAX_PATH limit.
#codereview michael.trepka, ben.marsh, josh.adams

[CL 2534903 by Mark Satterthwaite in Main branch]
2015-05-02 12:42:12 -04:00
Ben Marsh
0902ee81bb Prioritize the PublishRocket nodes over the ChunkRocket nodes. Now that we can copy the install to the network quickly by zipping it, it's more useful for it to happen first.
[CL 2534895 by Ben Marsh in Main branch]
2015-05-02 12:13:20 -04:00
Kellan Carr
628f0a34fe mac cis fix
[CL 2534727 by Kellan Carr in Main branch]
2015-05-01 20:51:47 -04:00
Kellan Carr
539b1e3929 log all major gubp events
[CL 2534721 by Kellan Carr in Main branch]
2015-05-01 20:39:36 -04:00
Ben Marsh
a709f1e5d0 Fix building Rocket samples, and create/publish zip files for each build instead of copying loose files (much faster with network).
[CL 2534684 by Ben Marsh in Main branch]
2015-05-01 19:53:59 -04:00
Saul Abreu
d391dd58d4 Back out changelist 2533891. Issue with remote network paths being confused for Perforce paths are causing automation to fail. We'd rather have no conflict reports generated for now than break automation for the weekend.
[CL 2534657 by Saul Abreu in Main branch]
2015-05-01 19:46:23 -04:00
Peter Sauerbrei
b1dd538dbd fix for invalid quotes when using SSH
UE-14493
#ios

[CL 2534192 by Peter Sauerbrei in Main branch]
2015-05-01 16:04:47 -04:00
Steve Robb
b4540c3450 OnlyModules list created during deserialization to prevent later crash.
#codereview robert.manuszewski

[CL 2534144 by Steve Robb in Main branch]
2015-05-01 15:45:41 -04:00
Ben Marsh
1f2d176024 Change the BuildPlugin command to build for all rocket target platforms by default, since those are the only users that benefit from source. Use -NoHostPlatform -NoTargetPlatforms to package as source-only.
[CL 2534018 by Ben Marsh in Main branch]
2015-05-01 15:01:10 -04:00
Saul Abreu
56213edb33 Setup word count and conflict report generation for engine/editor targets in the legacy localization configuration scripts.
[CL 2533891 by Saul Abreu in Main branch]
2015-05-01 13:35:12 -04:00
Ben Marsh
88b274d2ec Add UAT script to build a plugin for distribution. Includes UBT support for writing plugin descriptors, and compiling single plugins at a time.
[CL 2533688 by Ben Marsh in Main branch]
2015-05-01 10:58:14 -04:00
Dmitry Rekman
18af3541a5 UBT: fix unused variable warning in KDevelop project gen.
#codereview Gil.Gribb

[CL 2533474 by Dmitry Rekman in Main branch]
2015-05-01 09:35:22 -04:00
Robert Jones
8bd7aa8949 UE-14803 - Android Java files constantly being rewritten triggering rebuilds
- corrected bug in code which was detecting if a re-write of the file was required or not to prevent this problem happening

[CL 2533437 by Robert Jones in Main branch]
2015-05-01 08:44:41 -04:00
Chris Wood
f7bf0589bf UnrealVS v1.36 for VS2012/2013
Fixed Set Startup Project bug in which the startup project could be forgotten when set via the UnrealVS toolbar.

[CL 2533408 by Chris Wood in Main branch]
2015-05-01 07:32:59 -04:00
Justin Sargent
f5871815d3 Merging using UE4-To-UE4-LauncherDev
[CL 2532817 by Justin Sargent in Main branch]
2015-04-30 18:53:36 -04:00
Peter Sauerbrei
6992093552 fix for incorrect working directory
UE-14735
#uat

[CL 2532272 by Peter Sauerbrei in Main branch]
2015-04-30 14:37:33 -04:00
Mike Fricker
290f5e6d82 Miscellaneous fixes for Clang on windows
These changes allow UE4 to compile and run (in Debug) on Clang 3.7 alpha (r231657 only!)
  - Disabled editor source file discovery (crashes with Clang currently)
  - Disabled FThreadIdleStats in UnrealHeaderTool with Clang on Windows (causes link errors due to inlining bugs with Clang and DLL imports)
  - Use MSVC linker by default, even when compiling with Clang (can be tweaked with bAllowClangLinker)
  - Enabled shadow variable warnings on Windows with Clang
  - Limited max size of reflection code source files (Clang on Windows crashes with huge source files)
  - Fixed UE4 deprecation warnings not showing up when using Clang on Windows
  - Make sure initialization list order only triggers a warning on Clang for Windows

Other changes:
  - Fixed issues with pushed pragmas not getting popped (PRAGMA_ENABLE_DEPRECATION_WARNINGS)
  - Removed EMIT_DEPRECATED_WARNING_MESSAGE, wasn't used
  - Fixed various third party library includes not being treated as system headers (prevents compiler warnings)

To test Clang on Windows (beta!!):

- Get latest UE4 main branch (4.9)

- Install LLVM+Clang for Windows version r231657.  It's a quick install, you don't need to compile anything yourself.

- Open UEBuildWindows.cs, and change bCompileWithClang to true.  Be careful not to check that in.  We'll probably make this config-driven later, after the Clang toolchain gets more mature.

- Switch to Debug Editor configuration.  (See below for more info.)

- Rebuild the game or engine

Notes:

- You must use Clang r231657 (3.7.0 alpha).  There are no other releases that I've found that are able to compile UE4 successfully.  Most of the newer releases crash during compiling, and older releases aren't able to digest Windows header files well enough.

- Compiling in Development currently will not work due to bugs with Clangs handling of inlining and DLL exports.  Monolithic builds should work, though.

- Occasionally you may see runtime crashes (stack overflows or access violations) when running UE4 compiled with Clang on Windows.  These may very well be bugs in Clang (remember, we're using an alpha release of Clang 3.7.0.)  Unfortunately without better debugger support, it can be difficult to workaround these

- When debugging, you will only have functions and line numbers, no variables or parameters.  Clang only has preliminary support for Microsoft's PDB format currently.
XGE is fully supported with Clang on Windows.  Best case rebuild times I've seen are 3.5 minutes in Debug.

- Shared PCHs aren't supported yet (similar to on Mac and Linux), so iterative compile times may be slower compared to Visual C++.  However the Clang compiler is actually quite fast for rebuilds, probably because of missing debug info though.

- There may be some compiler warnings that are different between Mac/Linux and Windows.  We haven't done a line-by-line comparison yet.

- Build products and executables for Clang and VC++ overlap on disk.  So you have to rebuild to switch back and forth.  Sorry.

- Clang on Windows has a few bugs that we've had to work around.  You might see some strange things from time to time.  Every new release of Clang has different behavior on Windows.

- We still use the VC++ Linker, even when compiling using Clang.  The new Clang linker (lld.exe) can be enabled with bAllowClangLinker but it will crash when linking some modules.  It also doesn't produce usable debug symbols by Visual Studio (yet).

#codereview mikolaj.sieluzycki

[CL 2532260 by Mike Fricker in Main branch]
2015-04-30 14:24:21 -04:00
salamanderrake
27ccfbd723 PR #806: KDevelop Project Generation (UE-9427).
- Contributed by salamanderrake.
- Cosmetic differences from the PR.
- Also removed filtering out Windows/Mac/etc directories when generating a qmake project since it makes code navigation worse.

[CL 2532165 by Dmitry Rekman in Main branch]
2015-04-30 13:15:34 -04:00