mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
efe466edd0e2fd620bb4e93d66816ae8a04b39d2
4 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
28be3c41b4 |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3075869)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3059740 on 2016/07/21 by Ben.Marsh Format license violations on separate lines rather than as a single multi-line string, so they can be parsed out correctly by the EC log parser. Change 3063115 on 2016/07/25 by Ben.Marsh Add missing projects to Mono AutomationTool solution. Change 3067125 on 2016/07/27 by Ben.Marsh Clean up and document the engine versioning system. * Version.h has a summary of all the different versioning concepts in UE4, as well as an explanation of what all the macros do. * VersionLocked.h has been removed. ENGINE_NET_VERSION and ENGINE_REPLAY_VERSION can be overriden directly in Version.h if necessary. * Added explicit macros for ENGINE_CURRENT_CL_VERSION And ENGINE_COMPATIBLE_CL_VERSION. The MODULE_API_VERSION macro is now defined to be the same as ENGINE_COMPATIBLE_CL_VERSION. * Build/Build.version now includes the compatible CL version, so it can be determined without having to parse header files inside MacToolChain.cs. * UpdateLocalVersion UAT command now exposes a -CompatibleCL=... argument to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version. * SetVersion BuildGraph task now has a CompatibleChange="" attribute to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version. * VersionFileUpdater now makes an effort to parse tokens matching the macros it's going to overwrite, rather than requiring exact matches in whitespace in Version.h. * Running UpdateLocalVersion now syncs files to revision 0 before writing if P4 is enabled, similarly to UGS, or fails if they are not writable. Change 3067242 on 2016/07/27 by Ben.Marsh Fix UGS showing a build failure/warning dialog immediately if you submit while the build is yellow/red. Now ignores builds before your last submitted CL. Change 3068116 on 2016/07/28 by Ben.Marsh Add a small Windows utility to terminate all running processes under a given root directory, and run it before and after every sync. Mean to fix instances where zombie editor processes do not terminate correctly and cause subsequent syncs to fail. Change 3068246 on 2016/07/28 by Ben.Marsh UGS: Improvements to 'Clean Workspace' dialog - empty folders are now set to be deleted by default, and added a context menu to select all/none/empty/default for a subtree, as well as to open Windows explorer at that location. Change 3068573 on 2016/07/28 by Ben.Marsh Attempt to fix AppDomain unload errors; suspect caused by delay to terminate child processes when managed exception is thrown on child threads. Now waits for the currently running threads to finish executing before quitting. Change 3068575 on 2016/07/28 by Ben.Marsh Respect the -noxge command-line argument when compiling UHT. Change 3068665 on 2016/07/28 by Ben.Marsh Delete any DLLs in output folders which share names with build products. The Windows loader reads DLLs from the first location it finds a file with a matching name, so we need to ensure that it doesn't load stale DLLs when output directories are changed (moving a module into a plugin, for example). Change 3073316 on 2016/08/02 by Ben.Marsh CoreUObject: Replace header guards with #pragma once directives. Change 3073325 on 2016/08/02 by Ben.Marsh CoreUObject: Manually untangle a few circular includes around ObjectBase.h and Class.h to allow making them into IWYU-style headers. Change 3074391 on 2016/08/02 by Ben.Marsh GitHub #2646: Always allow programs to build as part of non-game solution configurations. Change 3075123 on 2016/08/03 by Richard.Fawcett Ensure that zip files created outside of Ionic Zip can be unzipped with CommandUtils.UnzipFiles Zip files created with 7-zip, WinRAR, and Windows Explorer all contain entities for directories, not just the files in them. Code in CommandUtils.UnzipFiles made the assumption that all entities in the zip file were files, and an exception was being thrown on encountering a directory. Change 3075848 on 2016/08/03 by Ben.Marsh UBT: Fix a few cases where it's possible to construct a non-canonical DirectoryReference - root directories on Windows must always have a terminating slash, but any other directories must note. DirectoryInfo and Path.GetFullPath() do not enforce this requirement. Change 3075850 on 2016/08/03 by Ben.Marsh UBT: Fix UHT failures when running with -nopch. Change 3077058 by Ben.Marsh UHT: Remove the auto-generated ObjectBase.h include from generated header files. Was originally added to allow doxygen to parse headers more easily, but was switched to parsing the file only as part of parent files instead. [CL 3077308 by Ben Marsh in Main branch] |
||
|
|
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] |
||
|
|
bb70b349ce |
Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden [CL 2819020 by Matthew Griffin in Main branch] |
||
|
|
13819dc17d |
Make UnrealCodeAnalyzer public.
- Move UnrealCodeAnalyzer to Programs/UnrealCodeAnalyzer - Move clang/llvm binaries and includes to ThirdParty/llvm #codereview Robert.Manuszewski [CL 2613304 by Mikolaj Sieluzycki in Main branch] |