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28 Commits
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111ec7adc5 |
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3284872 on 2017/02/03 by Graeme.Thornton
Seperate pak cache granularity from pak signing chunk size
Change 3285765 on 2017/02/03 by Graeme.Thornton
Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread
#jira UE-41478
Change 3286913 on 2017/02/04 by Ben.Marsh
IncludeTool: Merging fixes.
* Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead.
* Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation.
Change 3287100 on 2017/02/05 by Ben.Marsh
UBT: Move platform settings into platform-specific TargetRules objects.
Change 3287106 on 2017/02/05 by Ben.Marsh
Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information.
Change 3287398 on 2017/02/06 by Steve.Robb
Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together.
Change 3287399 on 2017/02/06 by Steve.Robb
Log verbosities made more readable in the debugger.
Change 3287410 on 2017/02/06 by Steve.Robb
Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all.
#fyi marc.audy
Change 3288020 on 2017/02/06 by Ben.Marsh
Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly.
Change 3291817 on 2017/02/08 by Steve.Robb
New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools.
Change 3292090 on 2017/02/08 by Graeme.Thornton
Crash fix - don't update font engine services if it was never created
#jira UE-33953
Change 3292993 on 2017/02/08 by Ben.Marsh
Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH)
Change 3293231 on 2017/02/08 by Ben.Marsh
BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed.
Change 3294213 on 2017/02/09 by Ben.Marsh
EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty.
Change 3294753 on 2017/02/09 by Ben.Zeigler
#jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated
Change 3296070 on 2017/02/09 by Ben.Zeigler
Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction.
Change 3296420 on 2017/02/10 by Graeme.Thornton
Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed
Refactored encryption and signing key access in unrealpak to make it easier to use
Change 3296609 on 2017/02/10 by Ben.Marsh
BuildGraph: Fix error running the <Copy> task with an empty "From" argument.
* FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator)
* FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory.
Change 3297440 on 2017/02/10 by Ben.Marsh
UBT: Move the FileFilter class into UnrealBuildTool.
Change 3297725 on 2017/02/10 by Ben.Zeigler
#jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both.
Clean up a lot of confusingly named and broken functions on UEnum:
#jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings
#jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment
Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup
Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name
While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions
Delete some now redundant enum editor code and pipe everything through UEnum
Change 3297979 on 2017/02/10 by Ben.Zeigler
Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior
Change 3298299 on 2017/02/10 by Steve.Robb
TTuple improvements:
- equality comparable
- serializable
- in the correct folder
2-tuples are specialized to be syntactically compatible with both TPair and TTuple.
TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer.
#fyi robert.manuszewski,ben.marsh
Change 3298460 on 2017/02/11 by Ben.Marsh
UGS: Set the correct result from running custom tasks.
Change 3298462 on 2017/02/11 by Ben.Marsh
UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated.
Change 3299447 on 2017/02/13 by Graeme.Thornton
Fix AES and pak signing key embedding for content only projects
- Force temp target when any keys are specified by project config
Change 3299649 on 2017/02/13 by Steve.Robb
PLATFORM_HAS_DEFAULTED_OPERATORS fixed.
Other obsolete compiler switches removed.
Change 3299787 on 2017/02/13 by Steve.Robb
IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization.
#fyi robert.manuszewski
Change 3300576 on 2017/02/13 by Ben.Marsh
EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter.
Change 3300600 on 2017/02/13 by Ben.Marsh
EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces.
Change 3300624 on 2017/02/13 by Ben.Marsh
Switch incremental builds for all streams to start up on the incremental agent.
Change 3302134 on 2017/02/14 by Steve.Robb
UnrealCodeAnalyzer removed.
#fyi ben.marsh,robert.manuszewski
Change 3302639 on 2017/02/14 by Ben.Zeigler
Fix crash cooking odin with default command line
#jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified
Change 3303002 on 2017/02/14 by Ben.Zeigler
#jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level
#jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports
Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects
Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker
Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway
Fix it so -cooksinglepackage works properly again and excludes localization and startup packages
Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate
Change 3303084 on 2017/02/14 by Ben.Zeigler
Attempt to get Nativization and EDL working without warnings
Change 3305153 on 2017/02/15 by Ben.Zeigler
Fix Fortnite and Orion cook, I don't understand why this passed my local testing
Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning
Change 3305959 on 2017/02/16 by Gil.Gribb
UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms.
Change 3306159 on 2017/02/16 by Ben.Marsh
Fix path to target binaries when building non-monolithic in a unique build environment.
Change 3306584 on 2017/02/16 by Steve.Robb
UEnum internal functions renamed from Index to Value.
GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values.
#fyi ben.zeigler
Change 3307836 on 2017/02/16 by Ben.Zeigler
#jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually
Fixes lighting in Infiltrator demo
Change 3307929 on 2017/02/16 by Ben.Zeigler
#jira UE-42055 Second half of matinee redirector fix
Change 3308840 on 2017/02/17 by Matthew.Griffin
Reimplementing CL#3305808 from 4.15
Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases)
Change 3309115 on 2017/02/17 by Ben.Marsh
Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead.
Change 3309120 on 2017/02/17 by Ben.Marsh
Fix support for creating modular builds which don't use the shared build environment.
Change
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5275490168 |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3233612 on 2016/12/13 by Ben.Marsh UGS: Fix cases where precompiled binaries are submitted for a content change. Change 3235584 on 2016/12/14 by Ben.Marsh UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead. Change 3235741 on 2016/12/14 by Ben.Marsh UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself. Change 3238176 on 2016/12/16 by Ben.Marsh UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs. Change 3238249 on 2016/12/16 by Ben.Marsh UBT: Add attribute-driven command line parser. Change 3238462 on 2016/12/16 by Ben.Marsh UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly. Change 3238564 on 2016/12/16 by Ben.Marsh UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor. Change 3239919 on 2016/12/19 by Ben.Marsh UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined. Change |
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2d5e991cf7 |
Remove subdirectory option from BuildPlugin and have Editor add it instead
#rb none #lockdown Nick.Penwarden [CL 3234502 by Matthew Griffin in Main branch] |
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366aa217b5 |
Duplicating CL#3234348 from //Odin/Main
Fixed issues with Build Plugin script Added option to create a sub folder for the packaged plugin, which is used in the editor Fixed code assuming plugin must have modules #jira UE-39454, UE-39456 #rb none #lockdown Nick.Penwarden [CL 3234426 by Matthew Griffin in Main branch] |
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6748a24fb1 |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
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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] |
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7f06f93ff9 |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209300)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3146735 on 2016/09/30 by Ben.Marsh EC: Add the standard postprocessor onto conform job steps. Change 3147190 on 2016/09/30 by Ben.Marsh UBT: Add a whitelist for circular dependencies between modules, and output a warning if any new circular dependencies are added. Change 3148611 on 2016/10/03 by Matthew.Griffin Added list of Dependant modules to EULA check #jira UE-29432 Change 3149098 on 2016/10/03 by Ben.Marsh PR #2821: Fix to stop BuildGraph-created files from being tracked by Git (*.manifest and 'LocalBuilds/') (Contributed by BrodyHiggerson) Change 3149395 on 2016/10/03 by Ben.Marsh UBT: Don't execute pre- and post-build steps when generating project files. Change 3150398 on 2016/10/04 by Ben.Marsh UBT: Fix support for the OptimizeCode setting on Mac, HTML5, Android, Linux, iOS, and XboxOne, and use it to control optimization level in DebugGame configurations. Also determine whether optimization should be enabled for a module at the UEBuildModule level, rather than deriving it (inconsistently) from the ModuleRules enum in the toolchain. #jira UE-18652 Change 3150569 on 2016/10/04 by Ben.Marsh UBT: Remove the NativeBuildEnvironmentConfiguration and NativeBuildEnvironmentConfiguration.TargetInfo classes; store the platform/configuration/architecture on the CPPEnvironment and LinkEnvironment directly. Change 3150606 on 2016/10/04 by Ben.Marsh UBT: Remove support for C++/CLR modules. There's quite a lot of baggage to support it, and I suspect it's already rotted since we don't use it. Change 3150628 on 2016/10/04 by Ben.Marsh UBT: Remove .NET framework assembly paths for C++ modules. Change 3150640 on 2016/10/04 by Ben.Marsh UBT: Move functionality for finding headers into its own class (CPPHeaders), rather than hijacking CPPEnvironment. Change 3152101 on 2016/10/05 by Ben.Marsh UBT: Always force include PCHs, even if they're the first header in the file. Clang already has to work this way, as do shared pchs on Windows, and it's simpler to use the same system universally. Change 3153231 on 2016/10/06 by Ben.Marsh UBT: Write arguments for the Visual C++ toolchain to the response file on separate lines, for easier debugging. Change 3154868 on 2016/10/07 by Richard.Fawcett Ensure that child instances of UAT invoked by BuildGraph honor p4 and submit properties Change 3155017 on 2016/10/07 by Ben.Marsh Lightmass: Add a prefix to all SSE macros to distinguish from overlapping implementations in Core. Change 3156159 on 2016/10/08 by Ben.Marsh UBT: Rewrite code to generate/consume shared PCHs in a way that is compatible with Clang platforms (and which doesn't require supressing warnings on Windows) * Per-module defines are now set via a generated header rather than the command line (Definitions.<ModuleName>.h). This header is force-included AFTER the shared PCH header. * Shared PCHs are now built using the public compile environment only, eliminating situations where private include paths and definitions from the first module using the shared PCH were being passed to the compiler. * Shared PCHs can now be generated in separate optimized/unoptimized variants if necessary due to per-module optimization settings * Names of shared PCHs now follow the pattern "SharedPCH.<ModuleName>.h" to distinguish from private PCHs * Enabled shared PCHs for Mac, iOS, Linux. Reduces UE4Editor Mac build times by ~25% (~21m vs ~28m). Change 3163040 on 2016/10/14 by Ben.Marsh UBT: Add an option to export a target's properties, modules, and binaries for external analyzers (-jsonexport and -jsonexport=<filename>). Also add an option to specifically supress building a target (-skipbuild). Change 3165028 on 2016/10/17 by Ben.Marsh PR #2799: Set Windows exe properties from ini (Contributed by projectgheist) Change 3165076 on 2016/10/17 by Ben.Marsh Build: Remove run conditions from agent setup steps. Should fix issues where an agent doesn't run because the preconditions for one of its nodes failed, but which doesn't prevent another node from running. (Also: being able to see an expanded list of job steps is a useful feature, and it doesn't take much time to run if it's a no-op). Change 3167773 on 2016/10/19 by Ben.Marsh BuildGraph: More flexible <Copy> task for BuildGraph. Now takes "From" and "To" attributes, which may take individual files as well as wildcards, and permits renaming as part of copies. Separate "Files" attribute is still supported, but is now optional, and is used to filter the list of source files. Examples, taken from Engine/Build/Graph/TagsAndFiles.xml: <!-- Source and destination are treated as directories due to presence of 'Files' attribute --> <Copy Files="..." From="Engine/Build" To="Output0" /> <!-- Single file --> <Copy From="Engine/Build/Build.version" To="Output1/Output.version" /> <!-- Output treated as directory --> <Copy From="Engine/Build/.../*.txt" To="Output2" /> <Copy From="Engine/Build/.../*.txt" To="Output3/" /> <Copy From="Engine/Build/....txt" To="Output4" /> <!-- With rename --> <Copy From="Engine/Build/....txt" To="Output5/....old" /> <!-- Copy only subdirectories of Engine/Build, but maintain directory structure --> <Copy From="Engine/Build/*/....txt" To="Output6/" /> <!-- Match bat*/.../*.txt --> <Copy From="Engine/Build/bat...txt" To="Output7" /> <!-- Copy only PS4 subfolders --> <Copy From="Engine/Build/.../ps4/..." To="Output8" /> Change 3167852 on 2016/10/19 by Ben.Marsh BuildGraph: Add a <Move> task, which can move or rename files using the same syntax as the <Copy> task. Change 3168034 on 2016/10/19 by Ben.Marsh BuildGraph: Add support for multi-line properties, declared inside a <Property> tag. Mutli-line properties can be useful for making lists for filtering. Each non-empty line inside the property tag is stripped of leading and trailing whitespace, and appended to the property value separated by a semicolon. For example, the following two properties have an identical value: <Property Name="Prop1" Value="One;Two;Three;One hundred"/> <Property Name="Prop2"> <!-- Some numbers --> One Two Three <!-- Values are delimited by newlines; spaces within a line are preserved --> One hundred </Property> Change 3169256 on 2016/10/20 by Ben.Marsh UBT: Fix chronic algorithmic complexity of StableTopologicalSort(). Was recursively building lists of dependencies for each module, scanning linearly to find dependencies, and only caching pairs of modules being checked. Now caches a flat set of dependencies for each module. Previously took >10s to run on my machine, now takes < 0.2s. Change 3169271 on 2016/10/20 by Ben.Marsh BuildGraph: Modify implementation of task merging. Instead of combining multiple tasks together, allow any task to supply a proxy executor instance deriving from ITaskExecutor, to which other tasks can be added. Keeps the in-memory representation closer to the script representation, and makes it easier to re-export preprocessed scripts and do in-memory analysis of the graph. Change 3179662 on 2016/10/31 by Matthew.Griffin Fixed last remaining issues with building QAGameEditor as a monolithic executable Added a node for building mono editor in CIS so that we catch any new issues #jira UE-32712 Change 3184857 on 2016/11/03 by Matthew.Griffin Removing CopyVisualizers now that UE4.natvis is included in solution and we're not supporting VS2013 #jira UE-35628 Change 3187232 on 2016/11/04 by Ben.Marsh UGS: Fix editor .target file being deleted when doing a content-only sync, and causing a prompt to rebuild the editor when trying to launch. Change 3188413 on 2016/11/07 by Matthew.Griffin Added Switch to Installed Build so that it matches pattern for other confidential platforms Change 3188426 on 2016/11/07 by Matthew.Griffin Changed BuildPlugin command so that it reads from installed platform data to get list of target platforms Some hard coding remains so as to not change functionality for code users, Mac only built on Mac etc. #jira UE-36205 Change 3189363 on 2016/11/07 by Ben.Marsh Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment. Change 3191372 on 2016/11/09 by Ben.Marsh UGS: Ensure project config file remains valid even if sync is aborted due to files needing resolve. Prevents user configuration from not being applied onto build steps. Change 3191381 on 2016/11/09 by Ben.Marsh UGS: Allow Ctrl-A to select all in the log window. #jira UE-38378 Change 3193388 on 2016/11/10 by Ben.Marsh Change installed plugins to be disabled by default, but display a notification in the editor the first time you load a project with a new one. Installed plugins which are new to this project will be adorned with a "NEW!" badge in the plugin browser. Change 3193677 on 2016/11/10 by Ben.Marsh UBT: Remove global static instance of ActionGraph. Instance is now instantiated and passed around to functions that require it. Change 3193942 on 2016/11/10 by Ben.Marsh UBT: Store the include cache as an instanced object on each target, rather than looking up separate caches in a global variable. Change 3198296 on 2016/11/15 by Ben.Marsh UBT: Include .modules files in target receipts and manifests. Change 3200284 on 2016/11/16 by Matthew.Griffin Move Sample game projects into a different solution folder like Templates Change 3205168 on 2016/11/19 by Ben.Marsh Update strings to refer to Visual Studio "15" as Visual Studio 2017. Change 3206333 on 2016/11/21 by Ben.Marsh Merge fix to detection of VS2017 RC from 4.14 release. Change 3206786 on 2016/11/21 by Ben.Marsh BuildGraph: Spawn child processes to embed source server information into PDB files in parallel. Change 3207588 on 2016/11/22 by Ben.Marsh UBT: Reduce the number of resource files needed to compile local builds. ModuleVersionResource.rc.inl is now always only compiled once, and linked into each output binary. The default PCLaunch.rc file is also only compiled once, expect when making formal builds (where -formal is passed on the command line, or a changelist is set in Build.version). This ensures that the OriginalFileName metadata is still set for output binaries in binary releases. [CL 3209331 by Ben Marsh in Main branch] |
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63ab3d83c2 |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3145834)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3129636 on 2016/09/17 by Ben.Marsh UBT: Add a "-nolink" option which allows compiling object files without linking them into an executable. Useful for non-unity builds, which take a very long time to link or fail on some platforms due to command lines being too long, PDB file having too many records, etc... Change 3129825 on 2016/09/18 by Ben.Marsh UBT: Don't force Linux to build in unity; it seems to build fine without. Change 3129965 on 2016/09/19 by Matthew.Griffin Duplicating CL#3129960 from Release-4.13 Exclude NetworkProfiler when building CS tools for Linux Change |
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69d9a1a087 |
Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //UE4/Orion-Staging @ 3134206)
#lockdown Nick.Penwarden #rb none #codereview Andrew.Grant ========================== MAJOR FEATURES + CHANGES ========================== Change 2845744 on 2016/01/27 by Andrew.Grant Merging from //Orion/Dev-General @ 2845681 Change 2849210 on 2016/01/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2854307 on 2016/02/03 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 2880059 on 2016/02/24 by Andrew.Grant Merging //Orion/Dev-General @ 2879808 Change 2891205 on 2016/03/02 by Andrew.Grant Merging //Orion/Dev-General @ 2889885 Change 2904080 on 2016/03/10 by Andrew.Grant Merging using //Orion/Dev-General @ 2902652 Change 2950235 on 2016/04/20 by Andrew.Grant Automerged files from Dev-General Change 2976227 on 2016/05/12 by Andrew.Grant Autoresolved files from using //Orion/Dev-General Change 3016193 on 2016/06/16 by Andrew.Grant Merging //Orion/Dev-General @ 3015761 Change 3033336 on 2016/06/29 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3037514 on 2016/07/05 by Andrew.Grant Merging from //Orion/Dev-General @ 3037465 Change 3091216 on 2016/08/16 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3107127 on 2016/08/30 by Andrew.Grant Merging using //Orion/Dev-General/_To_//UE4/Orion-Stating Change 3129090 on 2016/09/16 by Andrew.Grant Autoresolved files from Dev-Gen @ 3130045 Change 3130536 on 2016/09/19 by Andrew.Grant To Resolve Change 3130537 on 2016/09/19 by Andrew.Grant Tricky merges? Change 3130810 on 2016/09/19 by Andrew.Grant Merging from //Orion/Dev-General @ 3130045 Change 3130880 on 2016/09/19 by Andrew.Grant Blueprint fix Change 3131009 on 2016/09/19 by Andrew.Grant removed spammy warning Change 3131216 on 2016/09/19 by Andrew.Grant Content fixes for Orion-Staging Change 3131700 on 2016/09/19 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) Change 3132144 on 2016/09/20 by Andrew.Grant Merging test framework work from Dev-General Change 3132154 on 2016/09/20 by Andrew.Grant Fix for linux client Change 3132179 on 2016/09/20 by Andrew.Grant Fixed breakages due to latest //UE4/Main Change 3132948 on 2016/09/20 by Andrew.Grant Fix for UE-36216 (replicating 3125764 from ForniteMain) Change 3133103 on 2016/09/20 by Andrew.Grant Added EpicCMSUIFramework and CommonUI to Fortnite plugin Change 3133327 on 2016/09/20 by Andrew.Grant Orion automation improvements Change 3133555 on 2016/09/20 by Andrew.Grant FIx for UE-36226 Change 3133996 on 2016/09/21 by Andrew.Grant REbuilt texture streaming Change 3134204 on 2016/09/21 by Andrew.Grant Merging audio files from Orion with correct compression settings Change 3134205 on 2016/09/21 by Andrew.Grant Fix for gameplay tag ordering from Orion, and fix for soak test report numbers Change 3134206 on 2016/09/21 by Andrew.Grant Merging //UE4/Dev-Main to Orion-Staging (//UE4/Orion-Staging) [CL 3135156 by Marc Audy in Main branch] |
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1258799218 |
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 2973866)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2937390 on 2016/04/07 by Cody.Albert #jira UE-29211 Fixed slider to properly bubble unhandled OnKeyDown events Change |
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27ea06992a |
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2909747)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2898120 on 2016/03/07 by Chris.Babcock
Disable NvTimerQuery on Nexus 9 before Android 6.0 to fix slow frame updates
#jira UE-28013
#ue4
#android
Change 2898539 on 2016/03/08 by Matthew.Griffin
Merging //UE4/Dev-Build to //UE4/Release-4.11
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 2898788 on 2016/03/08 by Keith.Judge
Latest DX12.x integration from Microsoft. Brings XB1 up to PC level of functionality and improved perf.
#jira UEPLAT-325
Change 2898836 on 2016/03/08 by Taizyd.Korambayil
#jira UE-27990 Reimported River_Basin_02 Mesh with Adjacency Buffer
Change 2898897 on 2016/03/08 by Sean.Gribbin
#Jira UE-26550
Adding name to credits of Match 3
Change 2898938 on 2016/03/08 by Taizyd.Korambayil
#jira UE-26284 Fixed Up Some Materials and BP errors
Change 2898967 on 2016/03/08 by Benjamin.Hyder
Updating Qa_Materials map
#jira UE-24473
Change 2899032 on 2016/03/08 by Zachary.Wilson
Fixing broken assets in QA-LightsStationary and eliminating log errors. Fixing mispelling and player start height in QA-LightsStationary.
#jira UE-24473
Change 2899244 on 2016/03/08 by Peter.Sauerbrei
addition of launch images for iPad Pro
#jira UE-24793
Change 2899335 on 2016/03/08 by Richard.Hinckley
#jira UE-27356
Fixing code for VR headsets so that the camera starts inside the vehicle if the user has an active HMD. Found that the C++ templates never had HMD support, so mirroring the BP templates for that functionality. Works in my testing, but a proper QA pass should be performed.
Change 2899402 on 2016/03/08 by Michael.Schoell
Macro instance nodes now have a hard dependency to any object class or structs their pins reference.
Expanded UK2Node_MacroInstance::HasExternalDependencies to iterate over all pins and add their struct or object's class.
#jira UE-27795 - Split Pins on a referenced Macro Library will crash the editor on restart
Change
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bdd611cee2 |
Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738)
========================== MAJOR FEATURES + CHANGES ========================== Change 2875445 on 2016/02/22 by Matthew.Griffin Added UE4.natvis to Visual Studio Projects #jira UE-27153 Change 2875456 on 2016/02/22 by Keith.Judge Fix custom stencil shaders on Xbox One #jira UES-1387 Change 2875524 on 2016/02/22 by Robert.Manuszewski More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails. #jira UE-20945 Change 2875698 on 2016/02/22 by Rolando.Caloca UE4.11 - Add new bool for RHIs (unused currently) #jira UE-24967 Change 2875897 on 2016/02/22 by Taizyd.Korambayil #jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights Change 2875922 on 2016/02/22 by Mieszko.Zielinski Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4 #jira UE-25034 #rb Lukasz.Furman Change 2875960 on 2016/02/22 by Michael.Trepka Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking #jira UE-21895 Change 2875984 on 2016/02/22 by Michael.Schoell Split output struct pins will no longer give a warning about override pins being removed. #jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed. Change 2876169 on 2016/02/22 by Ben.Marsh Changes to support building UHT plugins with the binary release. * Add source code and target files for UHT to binary distribution * Fix UBT deleting build products if we're only compiling a single module. * Fix UBT exception setting up compile environment when a module doesn't have any source files set to build. * Include DLL import libraries for UHT in the build * Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins. Change 2876219 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2874609 #jira UE-24967 PC: Update D3D12 RHI - Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback - Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle - Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU. - Disable API shader blobs - Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios - Pool Fences to prevent creation and destruction every frame when using Async Compute - Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView Change 2876232 on 2016/02/22 by Rolando.Caloca UE4.11 - Integration from 2876173 #jira UE-24967 PC: Update D3D12 RHI - Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used. - Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue. - Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo() Change 2876366 on 2016/02/22 by Douglas.Copeland Adding Skeletal Meshes for Import Test Case #jira UE-24473 Change 2876401 on 2016/02/22 by Peter.Sauerbrei fix for WindowsClient build from UFE and Project Launcher #jira UE-23897 Change 2876456 on 2016/02/22 by Ben.Marsh Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>. Change 2876507 on 2016/02/22 by Nick.Shin use HOME (osx) and USERPROFILE (windows) on appropriate target platform #jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5 Change 2876537 on 2016/02/22 by Dan.Oconnor Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497 #jira UE-24891 Change 2876545 on 2016/02/22 by Chad.Taylor SteamVR camera late-update fix #jira UE-27254 Change 2876825 on 2016/02/22 by Dan.Oconnor Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing. #jira UE-25956 Change 2876878 on 2016/02/22 by Nick.Whiting PSVR HMD Server support #jira UE-27262 [CL 2905127 by Matthew Griffin in Main branch] |
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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] |
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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] |
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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] |
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a393ec848d |
Added potential location for third party binaries to the build plugin command
[CL 2661043 by Matthew Griffin in Main branch] |
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7f9774d740 |
Make it clearer that TargetReceipt.Read can fail if the file doesn't exist or is formatted incorrectly.
[CL 2649965 by Ben Marsh in Main branch] |
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585af51d15 |
TempStorage Refactor
GUBP High Level
* Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead.
* Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure).
* Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through.
GUBP Mid Level
* Removed -Store= and -StoreSuffix= test parameters.
* Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary.
* Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage.
* Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node.
* Fully XML commented TempStorage.cs, and commented internals all major functions.
* Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage.
UAT Mid Level
* Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs.
* Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\...
GUBP Low Level
* Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things.
* CullNodesForPreflight is only called for preflight builds.
* Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs().
* Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks.
* Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end.
* Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary.
* Removed unused single-threaded copy code from temp storage.
* Updated Temp Storage unit test, and fully commented the logic behind it.
UAT Low Level
* UAT top level exception handler is now a single log line now to help parsers find the error.
* Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter.
* Removed ExceptionToString as it used FormatException, which was not a good precedent.
* Fixed several cases of exception propagation that was not properly chaining the inner exception.
* Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain.
* Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions!
* Added a bunch of XML doc comments to CommandUtils.
* Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately.
* Added several @todos for other minor cleanup stuff that should happen eventually.
* Fixed some uses of String.Compare to use invariant culture.
#codereview:ben.marsh
[CL 2644846 by Wes Hunt in Main branch]
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dd08437233 |
Rename BuildReceipt to TargetReceipt, to clarify its purpose.
[CL 2629145 by Ben Marsh in Main branch] |
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cc719d7a21 |
Always enable installed plugins by default, but update your project file with references to them on startup (so other users opening the project will be able to find it on the marketplace).
[CL 2566860 by Ben Marsh in Main branch] |
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b0d5ba9801 |
Fix calls to IsCompiledInConfiguration() which rely on UBT's global state. The function is called from UBT, where this information is not accurate.
[CL 2563566 by Ben Marsh in Main branch] |
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15bc0b3790 |
Add named parameter to SetFileAttributes call in BuildPlugin UAT script to clarify intent.
#codereview Ben.Marsh [CL 2557191 by Richard Fawcett in Main branch] |
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a830a7cb33 |
[INTEGRATE] Change 2557122 by Ben.Marsh@ben.marsh_A3068 on 2015/05/19 11:38:07
Make all staged plugin files writable after we copy them. #codereview Richard.Fawcett [CL 2557179 by Ben Marsh in Main branch] |
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688d2e89b8 |
UAT: Fix type in HelpAttribute of BuildPlugin script.
[CL 2539305 by Richard Fawcett in Main branch] |
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42da9f5078 |
UAT: Minor fixes to RocketSync and BuildPlugin scripts, mainly to improve help attributes.
[CL 2539302 by Richard Fawcett in Main branch] |