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4 Commits
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3dbefdf14d |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3021930 on 2016/06/21 by Ben.Marsh BuildGraph: Better diagnostic message if the source directory for copies does not exist. Change 3022391 on 2016/06/21 by Ben.Marsh Rework copy task slightly so that all code paths result in files being tagged. Change 3026592 on 2016/06/24 by Ben.Marsh BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml. Change 3028708 on 2016/06/27 by Matthew.Griffin Converting Engine build process to BuildGraph script Added Tag Receipts task to retrieve list of build products/dependencies from *.target files. Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list. Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies. Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms Included .exe.config and exe.mdb files to build products of CsCompile task if they exist Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run Added missing Runtime Dependency for ICU on Mac Change 3030209 on 2016/06/28 by Matthew.Griffin Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear. Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted. Added myself to list of notifiers for failures in the UE4 Binary build. Change 3034068 on 2016/06/30 by Ben.Marsh BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope. Change 3034070 on 2016/06/30 by Ben.Marsh BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>). Change 3034110 on 2016/06/30 by Matthew.Griffin Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc. Tagged Generated Includes from each target so that they can be included in Installed Build Added additional Android architectures to Shipping build Changed SwarmCoordinator to build for Any CPU Removed Local HostPlatform property from DDC nodes Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once Reordered stripping and signing process so that we use the Exception check in less places Change 3035499 on 2016/07/01 by Ben.Marsh BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one. Change 3035520 on 2016/07/01 by Ben.Marsh BuildGraph: Add support for <, <=, >, >= operators in condition expressions. Change 3035666 on 2016/07/01 by Matthew.Griffin Added more parameters to Chunk and Label Build tasks Updated all remaining uses of Local to Property in Installed Build script Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element Change 3037020 on 2016/07/04 by Matthew.Griffin Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac Change 3037052 on 2016/07/04 by Ben.Marsh Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it). Change 3037283 on 2016/07/05 by Matthew.Griffin Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files) Change 3037547 on 2016/07/05 by Ben.Marsh UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing. Change 3037552 on 2016/07/05 by Ben.Marsh BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory. Change 3039109 on 2016/07/06 by Matthew.Griffin Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes Changed BuildPatchTool to be built in shipping mode Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise Added all files referenced by C# projects to avoid having to filter them manually Changed filters to get files included for Linux closer to the old pattern Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ; Changed UE4Game to use shipping PhysX libs for Shipping builds Added glut32.dll as a Runtime Dependency for PhysX Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux Change 3039676 on 2016/07/06 by Ben.Marsh Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other. Change 3039681 on 2016/07/06 by Ben.Marsh Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included. Change 3039735 on 2016/07/06 by Ben.Marsh Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately. Change 3039878 on 2016/07/06 by Ben.Marsh Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated. Change 3040156 on 2016/07/06 by Ben.Marsh Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it. Change 3041009 on 2016/07/07 by Matthew.Griffin Changed UE4Game to only use shipping PhysX libraries on Windows Change 3041015 on 2016/07/07 by Leigh.Swift UBT: Support creating C# programs that will be included in the UE4.sln Programs list. To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file. Change 3041234 on 2016/07/07 by Matthew.Griffin Added building of Launcher Samples to BuildGraph system Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP Change 3041244 on 2016/07/07 by Ben.Marsh Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile. Change 3042518 on 2016/07/08 by Matthew.Griffin Added content modifiers to those notified about Sample failures Throw exception if RocketPromoteBuild tries to promote all samples Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name. Change 3042545 on 2016/07/08 by Ben.Marsh Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h. Change 3042546 on 2016/07/08 by Ben.Marsh Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed) Change 3042548 on 2016/07/08 by Ben.Marsh Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality. Change 3044424 on 2016/07/11 by Ben.Marsh Merge fixes for QFE installer (CL 3044412) from 4.11 branch. Change 3044584 on 2016/07/11 by Ben.Marsh Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for) Change 3044603 on 2016/07/11 by Matthew.Griffin Added PS4 and XboxOne to installed build as options that will always be disabled by default Standardised some of the agent names Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward Change 3044608 on 2016/07/11 by Ben.Marsh Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility. Change 3044638 on 2016/07/11 by Matthew.Griffin Added internal build jobs for all games with compile, cook and package nodes. Added Documentation, Localization and NonUnity steps. Change 3045959 on 2016/07/12 by Matthew.Griffin Removed Aggregates from Installed Build script as they weren't used/necessary. Change 3045961 on 2016/07/12 by Matthew.Griffin Fixed various issues with Full Build Switch to build non-client/server configurations for some games Included PS4 and Xbox game targets in our internal monolithics aggregate Added Requirements for steps that need UHT, SCW etc. Added list of Packaged Game Nodes that we can build up as they're defined Added targets that were previously in the Internal Tools nodes Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it Removed -clean from the NonUnity targets as that doesn't actually build anything Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too Change 3047068 on 2016/07/12 by Ben.Marsh BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does. Change 3047298 on 2016/07/12 by Ben.Marsh EC: Add a workspace setting specifying that it should be synced incrementally. Change 3047626 on 2016/07/13 by Matthew.Griffin Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly Change 3047762 on 2016/07/13 by Matthew.Griffin Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced Added plugin intermediates to list of files excluded from installed build [CL 3047809 by Ben Marsh in Main branch] |
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5fc947ac7e |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3020969)
========================== MAJOR FEATURES + CHANGES ========================== Change 2986511 on 2016/05/23 by Ben.Marsh UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in. Change 2993274 on 2016/05/27 by Ben.Marsh Fix UGS enumerating deleted .target.cs files when trying to detect editor target name. Change 2994265 on 2016/05/31 by Ben.Marsh Add info about setting up CIS integration and zipped editor builds in UGS. Change 2994275 on 2016/05/31 by Ben.Marsh PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans) Change 2994287 on 2016/05/31 by Ben.Marsh UnrealGameSync: Add information about how UGS self-patches and updates. Change 2996928 on 2016/06/01 by Ben.Marsh UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet. Change 2997619 on 2016/06/02 by Ben.Marsh UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file. Change 2999769 on 2016/06/03 by Ben.Marsh UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not. Change 3004879 on 2016/06/07 by Ben.Marsh Remove copy of AWSSDK in NotForLicensees folder. Change 3004902 on 2016/06/07 by Ben.Marsh UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder. Change 3005892 on 2016/06/08 by Ben.Marsh Add the GitHub promotion to the UE4 binary release build. Change 3016241 on 2016/06/16 by Ben.Marsh UGS: Always sync version files at the same changelist as everything else (rather than head revision) Change 3016446 on 2016/06/16 by Ben.Marsh PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist) Change 3016472 on 2016/06/16 by Ben.Marsh PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot) Change 3017694 on 2016/06/17 by Ben.Marsh EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments. Change 3017695 on 2016/06/17 by Ben.Marsh UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders. #jira UE-24271 Change 3017698 on 2016/06/17 by Ben.Marsh Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types). #jira UEB-664 Change 3017701 on 2016/06/17 by Ben.Marsh BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node. Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read. All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency. Change 3017714 on 2016/06/17 by Ben.Marsh BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task). Change 3018007 on 2016/06/17 by Ben.Marsh UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt. #jira UE-28761 Change 3018322 on 2016/06/17 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3018365 on 2016/06/17 by Ben.Marsh Misc: Fixes for warnings compiling ShaderCompileWorker on Clang Change 3018397 on 2016/06/17 by Ben.Marsh UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT Change 3019421 on 2016/06/20 by Ben.Marsh Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead. Change 3019423 on 2016/06/20 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3020377 on 2016/06/20 by Ben.Marsh UBT: Fix strings not being escaped before writing to JSON files. Change 3020378 on 2016/06/20 by Ben.Marsh UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list. Change 3020966 on 2016/06/21 by Ben.Marsh EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main. #rb none #lockdown Nick.Penwarden [CL 3020980 by Ben Marsh in Main branch] |
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c254db71a7 |
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2909886 on 2016/03/15 by Matthew.Griffin
Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build.
Change 2911727 on 2016/03/16 by Matthew.Griffin
Added Platform Type and Architecture to Installed Platform Info
Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts
Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds
Added temporary hack to write Android architecture until I can get it from build process
Change 2913692 on 2016/03/17 by Ben.Marsh
UAT: Move script to archive a build for UGS into a public folder.
Change 2915445 on 2016/03/18 by Ben.Marsh
UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying.
Change 2915450 on 2016/03/18 by Ben.Marsh
UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited.
Change 2925830 on 2016/03/29 by Matthew.Griffin
Added new selective download tags
Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings
Change 2926437 on 2016/03/29 by Ben.Marsh
PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi)
Change 2927399 on 2016/03/30 by Matthew.Griffin
Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist.
Change 2933093 on 2016/04/05 by Ben.Marsh
PR #2232: Updated copyright text to 2016 (Contributed by erikbye)
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0b4257e23a |
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change |