Commit Graph

13 Commits

Author SHA1 Message Date
Robert Manuszewski
694e7ca807 Hot-Reload: Make sure hot-reload is waiting for new modules only when UBT from the current branch is running
#change Added (desktop) platform abstraction for checking if UBT is running. Fully functional for Windows, WIP for Mac and Linux (should work, but can give false positives)

[CL 2302894 by Robert Manuszewski in Main branch]
2014-09-18 15:12:13 -04:00
Ben Marsh
f059fa0542 Always show the marketplace button if the launcher is installed (or can be installed from the installers in Engine\\Extras\\UnrealEngineLauncher).
#codereview Mike.Fricker, Michael.Trepka

[CL 2262476 by Ben Marsh in Main branch]
2014-08-19 09:54:22 -04:00
Steve Robb
57dd5d7493 New ENUM_CLASS_FLAGS macro for declaring all of the bitwise operators needed for a bitflags enum.
Fixed CONSTEXPR definitions.
Converted EFontImportFlags to an enum class in order to test this feature.

#codereview robert.manuszewski,john.barrett

[CL 2254804 by Steve Robb in Main branch]
2014-08-13 12:53:47 -04:00
Ben Marsh
dbe3af585d Add a function to open a project file using the shell. Always opens as an Unreal.ProjectFile, preventing the user's default program selection from overriding it.
#codereview Nicholas.Davies

[CL 2109482 by Ben Marsh in Main branch]
2014-06-18 13:42:01 -04:00
Matt Kuhlenschmidt
cb140c07dc Merged GitHub pull request #202 to main.
refactored tga code to allows use outside of EditorFactories.cpp
added support for grayscale jpeg
fix memory leak in jpeg code
changes in AssetTools to allow to specify precise factory when multiple factories support the same filetype
changes in Plugin.cs to allow binary only plugins
exposed parts of engine API to other modules

[CL 2108453 by Matt Kuhlenschmidt in Main branch]
2014-06-17 16:16:40 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Ben Marsh
45ebc11eb9 Add native feedback context for Windows, and use it to display project file generation progress in UnrealVersionSelector. Also generate project files when switching versions.
[CL 2073201 by Ben Marsh in Main branch]
2014-05-14 14:53:19 -04:00
Ben Marsh
6251d1c57e Change project 'upgrades' to be based on the format of the project file and nothing to do with engine version or association, and allow the UpdateGameProject commandlet to always write latest version information to the file.
[CL 2072245 by Ben Marsh in Main branch]
2014-05-13 18:23:53 -04:00
Ben Marsh
4b37f14c76 Incorporate support for non-foreign project handling into scheme used by UnrealVersionSelector et al, and automatically register engine installations whenever necessary.
Whenever a blank engine association is read from a .uproject via GetEngineIdentifierForProject(), it checks up the directory hierarchy for an engine capable of loading it via its .uprojectdirs search directories. If found, it will use that engine's local identifier from the registry, or register it if it doesn't exist.

Setting a project's engine association to an engine which is capable of loading it via it's .uprojectdirs will cause it to write a blank engine association string into the .uproject (and triggering the behaviour above on open).

#codereview Michael.Trepka

[CL 2064463 by Ben Marsh in Main branch]
2014-05-06 10:27:35 -04:00
Max Preussner
c0a2d304b4 fixed UnrealEngineLauncher overwriting local P4 workspace files with files downloaded from the internet if launched through an Editor that was started with -Dev
[CL 2046896 by Max Preussner in Main branch]
2014-04-23 19:02:27 -04:00
Ben Marsh
ec684822c3 Updates to version selector.
* Lots of code moved into IDesktopPlatform for sharing with Launcher and Mac (including setting up file associations, querying project versions, etc...)
* Hack to enumerate all the known launcher engine installations. Does not use registry keys any more. Will probably change to use a list of installations generated by the launcher at some point soon.
* List of registered GitHub builds is stored in HKEY_CURRENT_USER
* Switching engine versions is now done through a dialog rather than through the context menu.
* VersionSelector includes a version number for shell integration, allowing it to defer to an existing installation of the same version if necessary.

#codereview Michael.Trepka

[CL 2045845 by Ben Marsh in Main branch]
2014-04-23 18:46:48 -04:00
Ben Marsh
8835780db3 Move functions for querying engine installations from Core to DesktopPlatform.
[CL 2044626 by Ben Marsh in Main branch]
2014-04-23 18:32:52 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00