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106 Commits
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27c5094597 |
[Backout] - CL18273499
[FYI] Jason.Nadro Original CL Desc ----------------------------------------------------------------- [ODSC] - Break out recompile shaders functionality into its own file. - Break out common functionality for both ShaderCompiler.cpp and RecompileShaders.cpp into it's own shared file. #rb Ben.Ingram #jira none #preflight 619cffb0801b361978aa77d3 #ROBOMERGE-AUTHOR: jason.nadro #ROBOMERGE-SOURCE: CL 18273892 in //UE5/Release-5.0/... via CL 18273919 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469) [CL 18273945 by jason nadro in ue5-release-engine-test branch] |
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b5c5096269 |
[ODSC] - Break out recompile shaders functionality into its own file.
- Break out common functionality for both ShaderCompiler.cpp and RecompileShaders.cpp into it's own shared file. #rb Ben.Ingram #jira none #preflight 619cffb0801b361978aa77d3 #ROBOMERGE-AUTHOR: jason.nadro #ROBOMERGE-SOURCE: CL 18273499 in //UE5/Release-5.0/... via CL 18273518 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469) [CL 18273542 by jason nadro in ue5-release-engine-test branch] |
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80493a5424 |
Refactor cooked ODSC to use the same data structures between the ShaderCompiler, CookGlobalShaderCommandlet, and the CookingServer.
## Refactoring - FShaderRecompileData is the de-factor data structure for holding recompile inputs/outputs (these should be separated). - FShaderRecompileData has moved from being a CookingServer only data structure to living in ShaderCompiler (Engine runtime). - UE::Cook::FRecompileShaderRequest was basically a duplicate struct of FShaderRecompileData. Now it just holds a FShaderRecompileData struct and a callback. - RecompileShadersForRemote(), which previously accepted a grab bag of arguments, now just takes the FShaderRecompileData struct. - ShaderPlatform is no longer a int32 but a EShaderPlatform to be more explicit. - The downside to this approach is all these systems are more tightly coupled, but the sharing of code makes this easier to modify in the future. ## Bug Fixes - recompileshaders changed would only sometimes work depending on what materials the cooking server had loaded. Now the command issued by the client will explicitly say which materials to load and compile for. - In RecompileShadersForRemote remove the call to GetOutdatedShaderTypes because in the cooking server it doesn't work. That function only works when the shader maps exist, but in the cooking server when loading materials we do not create the maps. This creates a chicken/egg issue. Where we need to maps to determine what's out of date and to recompile...but we don't have the maps because we haven't done a compile yet. ## Features - Display how long the shader request took on the cooking server. - Print shader stats out at the end of recompile request. #rb none #jira UE-121436, UE-113113 #preflight 6196a3f0f020c4e616acff15 #ROBOMERGE-AUTHOR: jason.nadro #ROBOMERGE-SOURCE: CL 18242119 in //UE5/Release-5.0/... via CL 18242138 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469) [CL 18242996 by jason nadro in ue5-release-engine-test branch] |
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0c3be2b6ad |
Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch] |
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ecdec9bf35 |
Add an UE5 specific version EUnrealEngineObjectUE5Version to be used for global changes instead of EUnrealEngineObjectUEVersion. By splitting and storing both version numbers we allow for hypothetical future UE4 changes that will not conflict when merged to UE5.
#rb CarlMagnus.Nordin #rnx #tests Ran overnight preflights on several platforms, opened/cooked/staged/ran the oldest version of InfiltratorDemo that can be downloaded (4.11) ### ObjectVersion - Add a new version enum EUnrealEngineObjectUE5Version. -- This version number starts at 1000 which leaves more than enough for for EUnrealEngineObjectUEVersion to be expanded - Even though very few changes (if any at all) to EUnrealEngineObjectUE4Version are expected there is a static assert to make sure that EUnrealEngineObjectUEVersion::AUTOMATIC_VERSION never overtakes EUnrealEngineObjectUE5Version::INITIAL_VERSION. - Add a struct FPackageFileVersion that wraps around the version numbers and is used to store them instead of raw int32 values which was done before. This should make it easier to add new version numbers in the future if we desire (although this will cause problems in places that serialize the struct directly) ### FPackageFileSummary - Adding a new entry to CurrentLegacyFileVersion at value -8 which shows the UE5 version being added. This lets us make the changes without needing to submit anything to UE4 Main. - When loading a package that does not have a UE5 version, it will remain at 0. - Added ::IsFileVersionTooOld and ::IsFileVersionTooNew to replace hardcoded tests in the code base for version validity. This will make it easier to make changes in the future. - A few months ago most of the accessors of the version number were deprecated in favour of a version that did not contain the Engine number (ie UE4Ver -> UEVer in Archive) but to work with these changes the renamed methods now will return or accept the version as FPackageFileVersion rather than int32. The old UE4 methods will remain deprecated and direct licensees to use the new methods. ### Archive - Now stores the version as a FPackageFileVersion rather than int32 ### LinkerLoad - Reports the larger version number if we detect a higher version number than we support. Note that this could cause an issue if the UE4 version is ever raised but helps keep the code simple. ### AssetData - Need to add a new version here to manage existing data that only has the UE4 version ### EditorDomain - We do not need to version the format, we can just invalidate existing editor domain entries via EditorDomainVersion ### EditorServer - When reporting that a package is too old we report the UE4 version as that is the only version that can be older than VER_UE4_OLDEST_LOADABLE_PACKAGE - When reporting that a package is too new it can be either the UE4 or the UE5 version so we print them together "UE4Ver|UE5Ver" ### ContentCommandlets - The min and max resave versions have been kept as a single value, you will not be able to resave against different UE4 and UE5 versions at the same time. It doesn't seem like a useful feature and would greatly increase the complexity of the code. - We will also only report the file version as a single value. ### ManifestUObject - This class was setting an older obsolete version on purpose to try and maintain compatibility with older clients so we need to provide a way to create an older UE4 only version that will leave the UE5 version as unset. ### NetworkPlatformFile - I was unable to test the code path in FNetworkPlatformFile::ProcessServerCachedFilesResponse as I am unsure how to run the game in a mode that will actually use it. - When reading an older "CookedVersion.txt" that was saved with a single version, the reads will fail and this will count as a version change in the code so that all of the existing files will be deleted. The existing code would not give the user a log message when this happens and given the very small time window where this might happen caused by this change I have opted to leave this alone and not add any additional logging. - If we do detect a version mismatch we will still only log the version number as a single version. ### CookOnTheFlyServer - We now add each version number to the IniVersionMap rather than merge the version and license version as a key/value pair. This allows us to a) use both the UE4 and UE5 version numbers b) we now log a warning that the version values don't match when it is changed, previously since it was a key value we would log a warning about an additional setting instead. -- I also added "vs" to the log message when values are mismatched to make the space between the two values being printed clearer. #ROBOMERGE-OWNER: paul.chipchase #ROBOMERGE-AUTHOR: paul.chipchase #ROBOMERGE-SOURCE: CL 17549459 via CL 17550236 via CL 17550238 via CL 17550582 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v870-17433530) #ROBOMERGE[STARSHIP]: UE5-Main [CL 17550583 by paul chipchase in ue5-release-engine-test branch] |
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1b5d14716c |
Delete obsolete and unused CookedIterativeFile module
#rb per.larsson #rnx #preflight 6142fe35568b3a000112c145 #ROBOMERGE-AUTHOR: pj.kack #ROBOMERGE-SOURCE: CL 17535748 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530) [CL 17535754 by pj kack in ue5-release-engine-test branch] |
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24420693b6 |
#jira UE-111195
Updated references to UE4 to Unreal in NetworkFileConnection.cpp This required references to GPackageFileUE4Version and GPackageFileLicenseeUE4Version to also be updated to GPackageFileUnrealVersion and GPackageFileLicenseeUnrealVersion accordingly #ROBOMERGE-SOURCE: CL 15850452 in //UE5/Release-5.0-EarlyAccess/... #ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533) [CL 15851651 by mark lintott in ue5-main branch] |
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314923bcd1 |
COTF: Fixed bug when syncing files with restricted sandbox
#rb yuriy.odonnell #jira none #rnx [CL 15432938 by Per Larsson in ue5-main branch] |
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f5c567408a |
Added option to network file server to prevent package assets being sent from outside the cooked sandbox folder
#rb matt.peters #jira none #rnx [CL 15416586 by Per Larsson in ue5-main branch] |
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216634f5cd |
Don't send uncooked packages when requesting files with SyncFile
#rb none #jira none #rnx [CL 15405721 by Per Larsson in ue5-main branch] |
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85bd65288e |
COTF: Don't send uncooked packages when cook fails
#rb matt.peters #jira none #rnx [CL 15387983 by Per Larsson in ue5-main branch] |
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4c1bb11c29 |
Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes #skipundocheck [CL 14551026 by Marc Audy in ue5-main branch] |
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3b81cf8201 |
Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files #rb none [CL 14384911 by Marcus Wassmer in ue5-main branch] |
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11f5b21210 |
Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx [CL 13753156 by Marc Audy in ue5-main branch] |
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603a4119c5 |
Fix HAL/PlatformFileManager.h non-portable casing CIS issues
#rb none [CL 13214257 by Matt Kuhlenschmidt in ue5-main branch] |
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224956718b |
Cook on the fly changes:
- target platform code can manage the file transfer from the cook server. - client ip address and platform-specific metadata is sent from the client. #rb josh.adams #rnx #lockdown marcus.wassmer #jira MTHRL-18 #ROBOMERGE-SOURCE: CL 12653783 in //UE4/Release-4.25Plus/... via CL 12653792 #ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919) [CL 12653798 by david harvey in Main branch] |
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05a97970f5 |
#jira UE-89915
Fix recompileshaders running on target with COTF server #rb none [FYI] Yuriy.ODonnell #ROBOMERGE-SOURCE: CL 11892983 in //UE4/Release-4.25/... via CL 11892985 #ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781) [CL 11892989 by ben ingram in Main branch] |
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0f0464a30e |
Updating copyright for Engine Runtime.
#rnx #rb none #ROBOMERGE-OWNER: ryan.durand #ROBOMERGE-AUTHOR: ryan.durand #ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900 #ROBOMERGE-BOT: (v613-10869866) [CL 10870549 by ryan durand in Main branch] |
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dbcf07a558 |
Use new inline versions of substring functions
Fix up nearby cases where ESearchCase::CaseSensitive should have been used #jira #rnx #rb #ROBOMERGE-OWNER: marc.audy #ROBOMERGE-AUTHOR: marc.audy #ROBOMERGE-SOURCE: CL 10309793 via CL 10309818 #ROBOMERGE-BOT: (v593-10286020) [CL 10309932 by marc audy in Main branch] |
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1a30325d6f |
Copying //UE4/Dev-RenderPlat-Staging@9551419 to //UE4/Main
#rb none #rnx [CL 9551447 by Rolando Caloca in Main branch] |
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ddea94c735 |
HTML5 - FrontEnd COTF - seems proxy port is no longer used/needed
#jira UE-64628 HTML5 Quick Launch fails to connect due to incorrect port #rb none #rnx #ROBOMERGE-OWNER: ryan.gerleve #ROBOMERGE-AUTHOR: nick.shin #ROBOMERGE-SOURCE: CL 5415267 in //UE4/Release-4.22/... via CL 5415269 #ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking) [CL 5418808 by nick shin in Dev-Networking branch] |
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d3f54b21fe |
Fix CreateSocket and CreateInternetAddr functional usage so they no longer use the deprecated methods.
#JIRA: UENET-892, UENET-888 #rb: ryan.gerleve [CL 4894561 by Jake Leonard in Dev-Networking branch] |
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2b46ba7b94 |
Update copyright notices to 2019.
#rb none #lockdown Nick.Penwarden #ROBOMERGE-OWNER: ryan.gerleve #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/... #ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking) [CL 4662413 by ben marsh in Dev-Networking branch] |
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9af1fb3463 |
Merging //UE4/Dev-Main to Dev-Networking (//UE4/Dev-Networking)
#rb none #rnx [CL 4516466 by Ryan Gerleve in Dev-Networking branch] |
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7ce4c05fda |
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418)
#lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3851142 by Robert.Manuszewski When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it. Change 3853797 by Ben.Marsh BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc... Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option. Change 3857540 by Graeme.Thornton Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed Change 3860062 by Steve.Robb Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example). Change 3860138 by Steve.Robb Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters. Change 3860273 by Steve.Robb Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors. Change 3863203 by Steve.Robb Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.). See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html Change 3864588 by Graeme.Thornton Crypto Keys Improvements - Removed UAT command line params for encryption. Centrally configured by the editor settings now. - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata - Minor refactoring of UAT encryption processing to use the new cryptokeys json file - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>" - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks Change 3864691 by Robert.Manuszewski Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever. Change 3864744 by Robert.Manuszewski Added the ability to get the actual filename of the log file FOutputDeviceFile writes to. Change 3864816 by Graeme.Thornton TBA: Minor formatting improvements to textasset commandlet Change 3868939 by Graeme.Thornton TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory Change 3869031 by Graeme.Thornton TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log Change 3871802 by Steve.Robb Class cast flags and property flags are now visible in the debugger. Change 3871863 by Robert.Manuszewski Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage. Change 3874413 by Steve.Robb Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections. TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement. Change 3874457 by Ben.Marsh When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests. The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes. Change 3876435 by Robert.Manuszewski Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever Change 3878762 by Robert.Manuszewski Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed. Change 3878850 by Robert.Manuszewski SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance. Change 3881331 by Graeme.Thornton TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter Change 3886983 by Ben.Marsh UGS: Fix notification window not expanding to fit long captions. Change 3887006 by Ben.Marsh UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10. Change 3887500 by Ben.Marsh UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names). Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style. Change 3887513 by Ben.Marsh UGS: Fix badge text drawing outside the clipping bounds. Change 3888010 by Josh.Engebretson Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path #jira none Change 3888418 by Ben.Marsh UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing. Change 3889457 by Steve.Robb GitHub #4457 : Display abbreviations properly when converting FNames to display string #jira UE-54611 Change 3889547 by Ben.Marsh UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description. Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this: [Badges] +DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1") The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked. Change 3889726 by Ben.Marsh UGS: Fix description badges that don't have any associated URL. Change 3889995 by Ben.Marsh UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead. Change 3890007 by Ben.Marsh UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious. Change 3890057 by Ben.Marsh UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly. Change 3891069 by Robert.Manuszewski Fixing a crash in MallocBinned2 when running with malloc profiler enabled. Change 3891084 by Steve.Robb Back out changelist 3881331 because it's causing cook errors. Change 3891100 by Ben.Marsh UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows: [//UE4/Main/Samples/Games/ShooterGame.uproject] Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15. A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert: Change 3891346 by Steve.Robb TSharedPtr::operator bool, and some usage of it. Change 3891787 by Steve.Robb Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack(). Change 3892379 by Ben.Marsh UGS: Fix notification window containing the group fix for each build type. Change 3892400 by Ben.Marsh UGS: Shrink the size of the alert panel. Change 3892496 by Ben.Marsh UGS: Dim badges for changes which aren't eligable for syncing. Change 3893932 by Steve.Robb Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205. Change 3895872 by Ben.Marsh UGS: Show the stream name in tab labels by default. Change 3896366 by Ben.Marsh UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges. Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show. Change 3896367 by Ben.Marsh UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel. Change 3896425 by Ben.Marsh UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations. Change 3896461 by Ben.Marsh UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file: [//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject] StatusPanelColor=#dcdcf0 Change 3899530 by Ben.Marsh Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section. Change 3901164 by Ben.Marsh UGS: Add a class to store all the resources for the status panel. Change 3901165 by Graeme.Thornton TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written Change 3901301 by Ben.Marsh UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes. Change 3902454 by Ben.Marsh UGS: Fix logo not being redrawn in the correct position when starting to sync. Change 3903416 by Ben.Marsh UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'. Change 3904154 by Josh.Engebretson Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad) #jira UE-55442 Change 3904648 by Ben.Marsh UGS: Remove files from the workspace that are excluded by the sync filter. The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter. #jira UE-47335 Change 3905442 by Steve.Robb Change of the ConvertFromType() multi-bool return value to a more descriptive enum. Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change. Change 3905629 by Ben.Marsh UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely. Change 3906447 by Steve.Robb Rename EConvertFromTypeResult enumerators. Change 3906574 by Steve.Robb Crash fix for container conversion failure during tagged property import. Change 3909255 by Daniel.Lamb Fixed issue with DLCpackaging crashing on windows #jira UE-42880 #test EngineTest windows Change 3909270 by Steve.Robb Seek instead of skipping bad properties byte-by-byte. Change 3909324 by Steve.Robb Use switch statement instead of repeated if/else. Change 3909525 by Ben.Marsh UGS: Use the StudioEditor target when syncing content-only Enterprise projects. Change 3911754 by Daniel.Lamb Fix for building pak patches. #jira UE-55340 Change 3911942 by Robert.Manuszewski Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one. Change 3913067 by Ben.Marsh UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter. Change 3913209 by Ben.Marsh UGS: Fix incorrect target name when compiling Enterprise projects. Change 3917358 by Steve.Robb Fix for GetLen(FString). Change 3919610 by Ben.Marsh Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around. CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file. Change 3921002 by Ben.Marsh UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects). Change 3921008 by Ben.Marsh UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line. Change 3921906 by Steve.Robb New interpolation functions for quaternions. https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html Change 3921978 by Graeme.Thornton TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it. Change 3924520 by Graeme.Thornton UnrealPak: Improve encryption summary log messages Change 3924522 by Graeme.Thornton UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames Change 3924604 by Graeme.Thornton UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys. Change 3924638 by Graeme.Thornton Crypto: Improvements to parsing of old fashioned encryption.ini settings: - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings. - Signing keys will emit an error when they are too long (>64bytes) - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues #jira UE-55080 Change 3924747 by Steve.Robb Fix for degrees. Change 3925459 by Chad.Garyet Adding check to not to attempt to delete autosdk workspace if it doesn't already exist. Change 3926703 by Ben.Marsh BuildGraph: Include the path to the XML file when displaying an XML parse error. Change 3926917 by Ben.Marsh UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles). Set the solution name using an entry in BuildConfiguration.xml as follows: <ProjectFileGenerator> <MasterProjectName>UE4_Main</MasterProjectName> </ProjectFileGenerator> Change 3927683 by Graeme.Thornton UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file. Change 3928111 by Ben.Marsh UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in. Change 3928926 by Ben.Marsh BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties. Change 3931041 by Graeme.Thornton TBA: Add option to textasset commandlet to also include engine content in a resave Change 3931043 by Graeme.Thornton TBA: Redirect some more FArchive members in FArchiveProxy Change 3931913 by Ben.Marsh UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync. #jira UE-47368 Change 3932419 by Ben.Marsh UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first. #jira UE-33541 Change 3932483 by Ben.Marsh PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic) Change |