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========================== MAJOR FEATURES + CHANGES ========================== Change 2853169 on 2016/02/02 by Stephen.Ellis #jira UE-26348 Updated GitHub readme page to include notice that Releases branch currently contains 4.11 Preview code. Change 2853250 on 2016/02/02 by Aaron.McLeran #jira UE-26305 No audio when melee minions attack in Orion Change 2853341 on 2016/02/02 by Chris.Babcock Fix compile issue with GearVR for x86 #jira UE-26382 #ue4 #android Change 2853785 on 2016/02/03 by Robert.Manuszewski Fixing UnrealFrontend failing to launch due to missing plugin if there's a program (UHT) plugin that's enabled by default. #jira UE-25593 Change 2854011 on 2016/02/03 by Benn.Gallagher Fix for crash reimporting skeletal meshes when they are currently open in Persona #rb Thomas.Sarkanen #jira UE-26336 Change 2854039 on 2016/02/03 by Lauren.Ridge Changing font in Unreal Match 3 from Pirata One to Averia Serif #jira UE-26398 Change 2854085 on 2016/02/03 by Taizyd.Korambayil #jira UE-10975 Adjusted Rocks to Cover Seams Change 2854182 on 2016/02/03 by Ben.Marsh Always add the 32-bit toolchain to the PATH environment variable. If we're VS2013 Express to cross-compile for a 64-bit target using a 32-bit toolchain, it needs the PATH environment variable updating to include the standard 32-bit toolchain so it can find MSPDB120.dll. Originally CL 2820925. #jira UE-25089 Change 2854402 on 2016/02/03 by Taizyd.Korambayil #jira UE-5479 Corrected Spelling Change 2854439 on 2016/02/03 by Taizyd.Korambayil #jira UE-13971 Added Validation Checks to Orary BP and Removed unused Actor references from LevelBP Change 2854469 on 2016/02/03 by Taizyd.Korambayil #jira UE-26023 Adjsuted Background Lighting settings to match 4.10 Change 2854549 on 2016/02/03 by Taizyd.Korambayil #jira UE-7043 Adjusted God Ray so that hard cutoff is not visible Change 2854554 on 2016/02/03 by Ian.Shadden #UE4 #match3 fixing potential divide by 0 #jira UEDOC-2869 Change 2854594 on 2016/02/03 by Rolando.Caloca UE4.11 - Integration from 2853796 #jira UE-24967 PC: Update D3D12 RHI - Fix more memory leaks upon device exit - Fix edge case where ResourceLocations were getting allocated in a pooled and un-pooled maner - Set ID3D12Object names with a utility function so we can easily disable naming if necessary - Update RHICreateRasterizerState to behave similarly to RHICreateDepthStencilState/RHICreateBlendState and avoid a copy of D3D12_RASTERIZER_DESC Change 2854599 on 2016/02/03 by Rolando.Caloca UE4.11 - Compile fix #jira UE-24967 Change 2854630 on 2016/02/03 by Taizyd.Korambayil #jira UE-26314 Adjusted Location of Backdrop Asset so that it doesnt appear to be floating Change 2854694 on 2016/02/03 by Taizyd.Korambayil #jira UE-26334 Corrected Spelling Error Change 2854710 on 2016/02/03 by Michael.Trepka Improved Mac trackpad and Magic Mouse support in UMG and Texture editor viewports #jira UE-1450 Change 2855018 on 2016/02/03 by mason.seay Test assets for 3D Stereo Spread #jira UE-24473 Change 2855154 on 2016/02/03 by Dan.Oconnor Fix for crash when a blueprint enum colides with a a details customization name #jira UE-23921 Change 2855350 on 2016/02/04 by Dmitriy.Dyomin Fixed: StrategyGame and Sun Temple levels render as black on the several Mobile devices Added workaround for GL_EXT_shader_framebuffer_fetch on Adreno devices Added support for framebuffer fetch in ES3.0 #jira UE-25747 Change 2855475 on 2016/02/04 by Jurre.deBaare UE-25235 incorrect #endif caused issue with colour for visible collision components #rb Thomas.Sarkanen [CL 2863046 by Matthew Griffin in Main branch]
101 lines
3.2 KiB
C#
101 lines
3.2 KiB
C#
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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using System.Collections.Generic;
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using System.IO;
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using UnrealBuildTool;
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public class UnrealCEFSubProcessTarget : TargetRules
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{
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public UnrealCEFSubProcessTarget(TargetInfo Target)
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{
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Type = TargetType.Program;
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}
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//
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// TargetRules interface.
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//
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public override bool GetSupportedPlatforms(ref List<UnrealTargetPlatform> OutPlatforms)
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{
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OutPlatforms.Add(UnrealTargetPlatform.Win32);
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OutPlatforms.Add(UnrealTargetPlatform.Win64);
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OutPlatforms.Add(UnrealTargetPlatform.Mac);
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OutPlatforms.Add(UnrealTargetPlatform.Linux);
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return true;
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}
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public override bool ShouldCompileMonolithic(UnrealTargetPlatform InPlatform, UnrealTargetConfiguration InConfiguration)
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{
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return true;
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}
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public override void SetupBinaries(
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TargetInfo Target,
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ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
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ref List<string> OutExtraModuleNames
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)
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{
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OutBuildBinaryConfigurations.Add(
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new UEBuildBinaryConfiguration(InType: UEBuildBinaryType.Executable,
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InModuleNames: new List<string>() { "UnrealCEFSubProcess" })
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);
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}
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public override void SetupGlobalEnvironment(
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TargetInfo Target,
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ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
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ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
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)
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{
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// Turn off various third party features we don't need
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// Currently we force Lean and Mean mode
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UEBuildConfiguration.bCompileLeanAndMeanUE = true;
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// Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the engine
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UEBuildConfiguration.bCompileAgainstEngine = false;
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UEBuildConfiguration.bCompileAgainstCoreUObject = false;
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UEBuildConfiguration.bBuildWithEditorOnlyData = true;
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// Never use malloc profiling in CEFSubProcess.
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BuildConfiguration.bUseMallocProfiler = false;
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// Force all shader formats to be built and included.
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//UEBuildConfiguration.bForceBuildShaderFormats = true;
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// CEFSubProcess is a console application, not a Windows app (sets entry point to main(), instead of WinMain())
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OutLinkEnvironmentConfiguration.bIsBuildingConsoleApplication = false;
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// Disable logging, as the sub processes are spawned often and logging will just slow them down
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OutCPPEnvironmentConfiguration.Definitions.Add("ALLOW_LOG_FILE=0");
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// Epic Games Launcher needs to run on OS X 10.9, so CEFSubProcess needs this as well
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OutCPPEnvironmentConfiguration.bEnableOSX109Support = true;
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}
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public override bool GUBP_AlwaysBuildWithTools(UnrealTargetPlatform InHostPlatform, out bool bInternalToolOnly, out bool SeparateNode, out bool CrossCompile)
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{
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bInternalToolOnly = false;
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SeparateNode = false;
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CrossCompile = false;
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return true;
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}
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public override List<UnrealTargetPlatform> GUBP_ToolPlatforms(UnrealTargetPlatform InHostPlatform)
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{
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if(InHostPlatform == UnrealTargetPlatform.Win64)
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{
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return new List<UnrealTargetPlatform>{ UnrealTargetPlatform.Win32, UnrealTargetPlatform.Win64 };
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}
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else
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{
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return new List<UnrealTargetPlatform> { InHostPlatform };
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}
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}
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public override bool GUBP_NeedsPlatformSpecificDLLs()
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{
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return true;
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}
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}
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