#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]
Matt.Kuhlenschmidt
#ROBOMERGE-SOURCE: CL 7476246 via CL 7491506 via CL 7520010
#ROBOMERGE-BOT: (v372-7473910)
[CL 7520096 by nick darnell in Main branch]
This change makes it possible to remove the layout and painting overhead that Slate performs every frame. The system is off by default as we continue to iterate on it.
However, this includes massive changes to batching, rendering, hit testing, and invalidation panels which are permanent changes and cannot be disabled.
#rb chris.gagnon, nick.darnell
[CODEREVIEW] nick.darnell
#ROBOMERGE-OWNER: matt.kuhlenschmidt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 7232617 via CL 7235502
#ROBOMERGE-BOT: (v367-6836689)
[CL 7235503 by matt kuhlenschmidt in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
Slate TPanelChildren, TSlotlessChildren are no longer full-fledged arrays; removed any unused Array API.
Fixed up a lot of improper use cases.
This better encapsulates the action of adding/removing Slate Widgets from the runtime tree as a Slate Core concern.
Alows us to add parent pointers in the future with significantly less effort.
#codereview Wes.Hunt
#codereview Nick.Darnell
#codereview Matt.Kuhlendschmidt
#codereview Justin.Sargent
[CL 2234301 by Nick Atamas in Main branch]