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#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2912513 on 2016/03/16 by David.Ratti
attempted cook fix
#rb none
#tests compile
Change 2912456 on 2016/03/16 by Zak.Middleton
#ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly.
#rb John.Pollard
#tests Replays and MultiPIE vs AI
Change 2912386 on 2016/03/16 by Ben.Marsh
BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces.
Change 2912378 on 2016/03/16 by Ben.Marsh
BuildGraph: Fix format of custom build arguments when running with buildgraph.
Change 2912318 on 2016/03/16 by Marcus.Wassmer
Fix mallocleakdetection false positives, and hash collision data corruption.
#rb none
#test leak finding on goldenpath
Change 2912242 on 2016/03/16 by Lukasz.Furman
CIS fix
#rb none
#tests none
Change 2912239 on 2016/03/16 by Ben.Marsh
UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there.
#rb none
#tests generated project files using UGS after making change
Change 2912211 on 2016/03/16 by Ben.Marsh
BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders.
#rb none
#codereview Wes.Hunt
#tests none
Change 2912196 on 2016/03/16 by Mieszko.Zielinski
Added a missing #pragma once to GameplayDebuggerCompat.h #Orion
#rb Lukasz.Furman
#test none
Change 2912165 on 2016/03/16 by Lukasz.Furman
new gameplay debugger and some replication fixes (disabled by default)
uncommment debugger's setup line in FOrionGameModule::StartupModule to enable
#orion
#rb none
#tests yes, a lot.
#codereview Mieszko.Zielinski
Change 2912065 on 2016/03/16 by Jason.Bestimt
[AUTOMERGE]
#ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016
#RB:none
#Tests:none
#CodeReview: matt.schembari
--------
Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56.
Change 2912045 on 2016/03/16 by David.Ratti
Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues
#rb DanY
#tests PIE
Change 2912030 on 2016/03/16 by Alex.Fennell
Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/...
support for cookies across curl easy handles in libcurl
#TESTS: cookie support confirmed by using the http test targetting google.com
#RB: david.nikdel
#codereview: david.nikdel, jason.bestimt
Change 2911870 on 2016/03/16 by Laurent.Delayen
- Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications.
- FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from.
- New notifications are backwards compatible with old.
- Added bIsNativeBranchingPoint flag to notify classes to force them into branching points.
#rb martin.wilson, frank.gigliotti
#tests Kuro VS Rampage abilities in networked PIE
Change 2911763 on 2016/03/16 by Nick.Atamas
Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue.
#rb none
#test Editor does not crash.
#codereview Matt.Kuhlenschmidt
Change 2911631 on 2016/03/16 by Dmitry.Rekman
Fix AvgPing perfcounter being occasionally NaN (FORT-20523)
- Prevent division by zero.
#rb none
[CL 2917701 by Andrew Grant in Main branch]
137 lines
4.4 KiB
C#
137 lines
4.4 KiB
C#
using EpicGames.MCP.Automation;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnrealBuildTool;
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namespace AutomationTool.Tasks
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{
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/// <summary>
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/// Parameters for a task which calls another UAT command
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/// </summary>
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public class ChunkTaskParameters
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{
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/// <summary>
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/// The application name
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/// </summary>
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[TaskParameter]
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public string AppName;
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/// <summary>
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/// Platform we are staging for.
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/// </summary>
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[TaskParameter]
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public MCPPlatform Platform;
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/// <summary>
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/// BuildVersion of the App we are staging.
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/// </summary>
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[TaskParameter]
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public string BuildVersion;
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/// <summary>
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/// Directory that build data will be copied from.
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/// </summary>
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[TaskParameter]
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public string InputDir;
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/// <summary>
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/// Optional list of files that should be considered
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/// </summary>
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[TaskParameter(Optional = true)]
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public string Files;
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/// <summary>
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/// The executable to run to launch this application.
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/// </summary>
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[TaskParameter]
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public string Launch;
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/// <summary>
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/// Parameters that the application should be launched with.
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/// </summary>
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[TaskParameter]
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public string LaunchArgs;
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/// <summary>
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/// Full path to the CloudDir where chunks and manifests should be staged.
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/// </summary>
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[TaskParameter]
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public string CloudDir;
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}
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/// <summary>
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/// Implements a task which calls another UAT command
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/// </summary>
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[TaskElement("Chunk", typeof(ChunkTaskParameters))]
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public class ChunkTask : CustomTask
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{
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/// <summary>
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/// Parameters for this task
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/// </summary>
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ChunkTaskParameters Parameters;
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/// <summary>
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/// Construct a new CommandTask.
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/// </summary>
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/// <param name="InParameters">Parameters for this task</param>
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public ChunkTask(ChunkTaskParameters InParameters)
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{
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Parameters = InParameters;
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}
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/// <summary>
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/// Execute the task.
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/// </summary>
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/// <param name="Job">Information about the current job</param>
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/// <param name="BuildProducts">Set of build products produced by this node.</param>
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/// <param name="TagNameToFileSet">Mapping from tag names to the set of files they include</param>
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/// <returns>True if the task succeeded</returns>
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public override bool Execute(JobContext Job, HashSet<FileReference> BuildProducts, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
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{
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// Get the build directory
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DirectoryReference InputDir = ResolveDirectory(Parameters.InputDir);
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// If there's a set of files specified, generate a temporary ignore list.
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FileReference IgnoreList = null;
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if(Parameters.Files != null)
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{
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// Find the files which are to be included
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HashSet<FileReference> IncludeFiles = ResolveFilespec(InputDir, Parameters.Files, TagNameToFileSet);
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// Create a file to store the ignored file list
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IgnoreList = new FileReference(LogUtils.GetUniqueLogName(Path.Combine(CommandUtils.CmdEnv.LogFolder, Parameters.AppName + "-Ignore")));
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using(StreamWriter Writer = new StreamWriter(IgnoreList.FullName))
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{
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DirectoryInfo InputDirInfo = new DirectoryInfo(InputDir.FullName);
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foreach(FileInfo File in InputDirInfo.EnumerateFiles("*", SearchOption.AllDirectories))
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{
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string RelativePath = new FileReference(File).MakeRelativeTo(InputDir);
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const string Iso8601DateTimeFormat = "yyyy'-'MM'-'dd'T'HH':'mm':'ss'.'fffZ";
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Writer.WriteLine("\"{0}\"\t{1}", RelativePath, File.LastWriteTimeUtc.ToString(Iso8601DateTimeFormat));
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}
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}
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}
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// Create the staging info
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BuildPatchToolStagingInfo StagingInfo = new BuildPatchToolStagingInfo(Job.OwnerCommand, Parameters.AppName, 1, Parameters.BuildVersion, Parameters.Platform, Parameters.CloudDir);
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// Set the patch generation options
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BuildPatchToolBase.PatchGenerationOptions Options = new BuildPatchToolBase.PatchGenerationOptions();
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Options.StagingInfo = StagingInfo;
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Options.BuildRoot = ResolveDirectory(Parameters.InputDir).FullName;
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Options.FileIgnoreList = (IgnoreList != null)? IgnoreList.FullName : null;
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Options.AppLaunchCmd = Parameters.Launch;
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Options.AppLaunchCmdArgs = Parameters.LaunchArgs;
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Options.AppChunkType = BuildPatchToolBase.ChunkType.Chunk;
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// Run the chunking
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BuildPatchToolBase.Get().Execute(Options);
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return true;
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}
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}
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}
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