Commit Graph

2 Commits

Author SHA1 Message Date
Ryan Vance
7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00
ben marsh
f5b6a2d7b6 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build [at] 4336597)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 4287066 by Ben.Marsh

	BuildGraph: Prevent errors being shown when running with -listonly.

Change 4288274 by Ben.Marsh

	If unable to get dbghelp module info, fallback to use available module info (fixes PC calculations for portable stack walk)

	(Originally CL 4206596 by Josh.Engerbretson)

Change 4303760 by Ben.Marsh

	Automatically apply XML config to all platform rules objects.

Change 4304461 by Mike.Erwin

	UAT: fix breakage when cooking Blueprint projects

	Yesterday I broke this in CL 4301305. Reworked logic around the -server option was causing

	"ERROR: Server target not found. Server target is required with -server and -cook or -cookonthefly"

	This CL fixes projects that don't have a Server.Target.cs but want to -cook.

	#jira UE-60512

Change 4304652 by Ben.Marsh

	Improve error message when unable to parse the current CL from a stream.

Change 4304795 by Ben.Marsh

	Fix occasional incremental build error in AutomationScripts project. Explicit dependency on Localization output file was invalidating project dependency.

Change 4307117 by Ben.Marsh

	UAT: Fix problems making installed builds with Lumin enabled, when passing the -Clean argument to UAT.

	* UE4Build was deleting all files in the manifest before running, even if they were output by UBT.
	* Lumin was specifying AllowParallelExecutor="false" in InstalledEngineBuild.xml, which was causing each compile to be executed in isolation. Since modules are now compiled into object files separately to being linked into binaries, this was causing object files and .precompiled files to be deleted during the clean operation.
	* Individual compile tasks can now override the global "clean' option.

Change 4307187 by Ben.Marsh

	UAT: Remove code for deleting build products and retrying XGE compiles.

Change 4307411 by Chad.Garyet

	Merging 4279381 to DevBuild
	Fix for UE4Build.cs for Swarm

	#jira none

Change 4307794 by Ben.Marsh

	UBT: Add a $(TargetOutputDir) variable that can be used in UBT paths and expands to the directory containing the executable. Can be used to ensure DLLs are copied to the appropriate output folder during a build.

	Also rename the current $(OutputDir) variable (indicating the binary output directory) to $(BinaryOutputDir) to distinguish between them.

Change 4307912 by Ben.Marsh

	Remove the Embree and FBX DLLs that are checked in to Engine/Binaries/Win64, and copy them from the ThirdParty directory as part of the build process instead. This fixes issues where the editor executable is under the project directory rather than the engine directory because it's been built with custom settings (eg. as RoboRecall's editor was).

Change 4307950 by Ben.Marsh

	UBT: Add a field to the target receipt which specifies the executable to launch. Allows procedurally determining the location of the editor for a particular target.

Change 4308057 by Ben.Marsh

	UGS: Try to read the editor executable path from the target receipt, rather than guessing the executable path directly.

Change 4308651 by Ben.Marsh

	UBT: Fix project files not containing include search paths for dependent modules.

	#jira UE-62042

Change 4310103 by Ben.Marsh

	UGS: Fix exception entering custom server settings when UGS registry key does not exist.

Change 4310109 by Ben.Marsh

	UGS: Update launcher version to 1.15.

Change 4310232 by Ben.Marsh

	UBT: Catch the case where manifests are recycled if the -NoManifestChanges argument is specified.

Change 4310901 by Ben.Marsh

	UBT: Prevent continuing past manifest errors.

Change 4311049 by Ben.Marsh

	UBT: Suppress message about change to action history if the previous build product did not exist.

Change 4315494 by Mike.Erwin

	Fix backup log timestamps.

	When engine starts up, it makes a backup of previous run's log with timestamp appended. Previous code used the current engine startup time; basically recording the time it was backed up, not the time it was generated. This change honors the file's original timestamp. This way files sort properly and we get accurate information about when each log was generated.

	#jira none

Change 4318354 by Ben.Marsh

	UGS: Add proper support for DPI scaling.

Change 4318356 by Ben.Marsh

	UGS: Increase version to 1.153.

Change 4318597 by Ben.Marsh

	UGS: Make UGS launcher DPI-aware.

Change 4319205 by Ben.Marsh

	UAT: Always use the manifest for determining output files. UBT will initialize it to an empty list of files if the arguments deem it necessary.

Change 4319565 by Ben.Marsh

	UAT: Generate the manifest for each compiled target at the same time as exporting its build steps. Prevents module manifests being clobbered due to being overwritten twice.

Change 4320058 by Ben.Marsh

	UGS: Prevent "path too long" errors when enumerating files to delete. If the path is invalid, we probably never synced it in the first place, and P4 failed silently.

Change 4320559 by Ben.Marsh

	UAT: Fix ParallelExecutor not being used when XGE is not installed, and UBT being run twice for each target.

Change 4322499 by Chad.Garyet

	Adding regex to rip the first two p4 path fragments out of a project name to look for wildcard matches in the db
	Also actually now allows ability to get ids for specific projects, versus before where all ids were returned for projects that would have matched via wildcard
	Pushed to Live 8/28/18
	#jira none

Change 4323023 by Ben.Marsh

	UBT: Fix cook problems caused by copied runtime dependencies not being added to the receipt or manifest.

	#jira UE-63416

Change 4323094 by Ben.Marsh

	Add missing dependency on UnrealPak being compiled before building feature packs.

	#jira UE-63430

Change 4323330 by Ben.Marsh

	Prevent runtime dependencies being copied into installed locations.

	#jira UE-63434

Change 4325603 by Ben.Marsh

	UBT: Output a message when there is nothing to build for a target (eg. because it's an installed build)

Change 4325607 by Ben.Marsh

	UnrealPak: Prevent non-deterministic padding data when compression is disabled.

Change 4328149 by Ben.Marsh

	UBT: Fixed issue where MaxProcessorCount and ProcessorCountMultiplier settings would only affect the first class found. These values can now be configured for each executor separately, via the LocalExecutor, ParallelExecutor and SNDBS sections in BuildConfiguration.xml.

Change 4330605 by Ben.Marsh

	UGS: When browsing for a project file, always default to the directory containing the current selection.

	#jira UE-63474

Change 4333349 by Ben.Marsh

	PR #5052: Remove OutputLines = new List<string>(); (Contributed by LizardThief)


Change 4334312 by Ben.Marsh

	Update UGS version to 1.154, launcher version to 1.16.

Change 4335790 by Ben.Marsh

	UAT: Add a script that checks that the following macro pairs are correctly balanced within every source file in the engine:

	* PRAGMA_DISABLE_OPTIMIZATION and PRAGMA_ENABLE_OPTIMIZATION
	* PRAGMA_DISABLE_DEPRECATION_WARNINGS and PRAGMA_ENABLE_DEPRECATION_WARNINGS
	* THIRD_PARTY_INCLUDES_START and THIRD_PARTY_INCLUDES_END
	* PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS
	* PRAGMA_DISABLE_UNDEFINED_IDENTIFIER_WARNINGS and PRAGMA_ENABLE_UNDEFINED_IDENTIFIER_WARNINGS
	* PRAGMA_DISABLE_MISSING_VIRTUAL_DESTRUCTOR_WARNINGS and PRAGMA_ENABLE_MISSING_VIRTUAL_DESTRUCTOR_WARNINGS"
	* BEGIN_FUNCTION_BUILD_OPTIMIZATION and END_FUNCTION_BUILD_OPTIMIZATION
	* BEGIN_FUNCTION_BUILD_OPTIMIZATION and END_FUNCTION_BUILD_OPTIMIZATION
	* BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION and END_SLATE_FUNCTION_BUILD_OPTIMIZATION

	Additional projects to scan may be specified with the -Project=<FileName> argument.

Change 4336441 by Ben.Marsh

	UGS: Halve P4 update rate (now once every 2m)

Change 4336597 by Ben.Marsh

	UAT: Add a command for stashing and unstashing a target. Useful for A/B testing. Example syntax:

	Stashing:

	RunUAT StashTarget -Name=UE4Editor -To=D:\TempEditor
	RunUAT StashTarget -Name=UE4Editor -Platform=Win64 -Configuration=Debug -To=D:\TempEditor
	RunUAT StashTarget -Name=ShooterGameEditor -Platform=Win64 -Configuration=Debug -Project=D:\P4\Samples\ShooterGame\ShooterGame.uproject -To=D:\TempEditor

	Unstashing:

	RunUAT UnstashTarget -From=D:\TempEditor

Change 4301305 by Mike.Erwin

	UAT: support multiple Client and Server targets per project.

	AutomationTool now accepts values for its -client and -server parameters.

	So if you have ClientA.Target.cs and ClientB.Target.cs, run UAT with -client=ClientB to make a build of that variant.

	If there is only one target of a particular type (true for all projects up to this point) UAT will detect and use it. If more than target is found, you must specify which one to use. Existing build commands should continue working as before.

	Project.Properties.Targets is now a List instead of a Dictionary. RocketSamples.cs is updated here, scripts in other branches might need similar changes. Tested ok in Dev-Core, 4.20, and Fortnite-Main.

	#jira UE-60512

Change 4304662 by Ben.Marsh

	Always pass an explicit file list into BuildPatchTool when chunking a build. Less prone to errors than filtering files out from a build.

Change 4304874 by Ben.Marsh

	UBT: Add an option to produce an error whenever a module manifest is changing, to make it easier to track down issues with files being modified.

Change 4319181 by Ben.Marsh

	UAT: Use enum for platform and configuration settings in UE4Build.cs.

#rb none

#ROBOMERGE-OWNER: jason.bestimt
#ROBOMERGE-SOURCE: CL 4336671 in //UE4/Main/...
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)

[CL 4336684 by ben marsh in Dev-VR branch]
2018-08-31 12:14:00 -04:00