They need to be LF on Linux like all the other bat files, and
git really doesn't like .bat files with mixed line endings since our .gitattributes file claims all .bat files are CRLF.
PR #8241
#rb Brandon.Schaefer
[FYI] Ben.Marsh
#jira none
#ROBOMERGE-SOURCE: CL 16971649 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16971656 by michael sartain in ue5-release-engine-test branch]
This allows WSL compiles to use the same workspace as normal Windows. It works because it prevents the perforce client from modifying the line ending to be CRLF.
#jira none
#rb Brandon.Schaefer
#ROBOMERGE-SOURCE: CL 16299647 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v800-16297934)
[CL 16299663 by james singer in ue5-release-engine-test branch]
This has less verbose output when a build is successful (nothing) but still outputs errors when something is wrong, which means we can remove the redirection of stdout so we actually can see compile errors from UBT when running GenerateProjects.
#rb none
[CL 14842937 by Joakim Lindqvist in ue5-main branch]
Some behavior changes:
Output paths - Both tools are now output to a subdirectory of Binaries/Dotnet, I believe most hardcoded paths have been fixed up but there may be tools that will fail because of this.
UAT Plugin Building - As .NET Core does not support AppDomain unloading, how we build the plugins has changed quite a bit, these are now built before UAT is started rather then by UAT itself. If you just start UAT via RunUAT.bat/sh this should just continue to work.
#rb ben.marsh
[CL 14834347 by Joakim Lindqvist in ue5-main branch]
Added download.sh scripts to download new versions of dotnet sdk to inline for Linux and Mac.
#rb ben.marsh
[CL 14445358 by Joakim Lindqvist in ue5-main branch]
Mostly a find/replace, though I have looked through the changes and attempted to update references to other things as necessary (eg. renaming IOS plist files for IOS). I'm not set up to test on any platforms other than windows, and was hoping to get your blessing to submit and give QA enough time as possible to uncover issues before the next milestone release.
Particular things that I know I'm not sure about:
- Android references /UE4Game/ paths everywhere (for paths on device, I think). I have no idea if I've got them all.
- I've renamed the iOS mobileprovisions, but I don't know if they need regenerating for the new app name.
- Likewise, not sure what needs to be updated for icon bundles on iOS.
Things that have not been changed:
- Windows still uses IDI_UE4ICON for its icon
- UE4CommandLine.txt
- There's still a UE4Game module which is used by content-only projects
#rb none
[CL 14301890 by Ben Marsh in ue5-main branch]
Pulled code from Andrew's CL 7828885 for the Mac.
#jira none
#rb ben.marsh
[FYI] brandon.schaefer, andrew.grant
#ROBOMERGE-SOURCE: CL 11750877 in //UE4/Release-4.25/... via CL 11750986
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)
[CL 11776541 by michael sartain in Main branch]