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#lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3016321 on 2016/06/16 by Ori.Cohen Refactor constraint instance so that we can easily swap parameters at runtime using profiles. Change 3016367 on 2016/06/16 by Marc.Audy Strip #lockdown from changelists as well Change 3016380 on 2016/06/16 by Martin.Wilson Fixes for socket copying in Persona (mode to preserve bone attachment & fix for duplicating same socket multiple times) Change 3016396 on 2016/06/16 by Zak.Middleton #ue4 - Fix bad call to RemoveAt() in FFinalPostProcessSettings::UpdateEntry() causing potential infinite loop. #jira UE-32036 Github #2504 Merging using //UE4/Dev-Framework_to_//UE4/Release-4.12 (reversed) Change 3016477 on 2016/06/16 by Marc.Audy Fix initialization order compile warning Actually initialize LastKnownScale Change 3017624 on 2016/06/17 by James.Golding - Remove DestructibleActor.h from Engine.h - Remove SkeletalMesh.h from EnginePrivate.h Change 3017657 on 2016/06/17 by Benn.Gallagher PR #2253: Fix UDestructibleComponent::AddImpulseAtLocation (Contributed by mik14a) #jira UE-29280 Change 3017658 on 2016/06/17 by Benn.Gallagher PR #1840 fixed generating patch with DestructibleMesh assets (Contributed by Pierdek) #jira UE-24231 Change 3017661 on 2016/06/17 by Benn.Gallagher Dynamic space switching for anim dynamics, also exposed a bunch of properties as optional pins. #jira UEFW-163 Change 3017914 on 2016/06/17 by James.Golding - Add WITH_EDITORONLY_DATA around ProgressiveDrawingFraction - Add number of morph targets to SkelMesh asset registry tags Change 3017915 on 2016/06/17 by James.Golding Move util to find debugged node from FAnimationViewportClient to UAnimGraphNode_SkeletalControlBase Change 3017916 on 2016/06/17 by James.Golding Remove unused FMorphTargetMap struct Change 3018038 on 2016/06/17 by Aaron.McLeran UE-32124 Crash when Deleting Concatenator Node while Playing Sound Cue Change 3018048 on 2016/06/17 by Mieszko.Zielinski Made GameplayDebugger's HUD toggling persist over tool toggling #UE4 Change 3018068 on 2016/06/17 by Mieszko.Zielinski Improved navigaiton-related condition in USceneComponent::PostUpdateNavigationData to avoid doing unnecessary work #Orion Thich change also fixes USceneComponent not working in client-side dynamic navmesh generation Change 3018529 on 2016/06/17 by Aaron.McLeran Passing in sendlist on CreateSource for xaudio2 in effort to avoid lag on AMD with CreateSourceVoice As per this thread: https://udn.unrealengine.com/questions/298497/xaudio2-setoutputvoices-lag.html Change 3018907 on 2016/06/18 by James.Golding UE-32004 Add EngineDefines.h to CameraTypes.h for WORLD_MAX Change 3019372 on 2016/06/20 by James.Golding - Initial add of OrientationDriver node - UI for importing poses from PoseAset not yet working - Add FQuat::AngularDistance Change 3019373 on 2016/06/20 by James.Golding PSD test assets Change 3019444 on 2016/06/20 by Jurre.deBaare Added advanced preview scene, this allows specific profiles to be set altering the Persona and Static mesh editor scene Change 3019565 on 2016/06/20 by Lina.Halper #anim : prioritize socket name over bone name #jira : UE-24847 Change 3019712 on 2016/06/20 by Jurre.deBaare Changed the way the advanced preview tab is spawned for Persona (otherwise would cause a crash in anim graph editor) Change 3020010 on 2016/06/20 by Aaron.McLeran Implementing CL 3019996 in Dev-Framework Proper default LPF values to avoid situation when going to area with no reverb volume Change 3020067 on 2016/06/20 by Ori.Cohen Add constraint profiles to physics assets. Change 3020110 on 2016/06/20 by Lina.Halper Github PR: mesh merge crash fix #jira : UE-19569 Change 3020167 on 2016/06/20 by Ori.Cohen Added the ability to add forces and impulses to all bodies in a skeletal mesh component. Refactored iteration of bodies below in skeletal mesh component. Change 3020324 on 2016/06/20 by Ori.Cohen Bring back cone constraint visualization, but with some improvements like colors and free vs locked. Turn on constraint visualization when drawing a skeletal mesh with constraint show flags. Change 3020342 on 2016/06/20 by Ori.Cohen Fix constraint crash when trying to wake up an actor that hasn't been added into the scene yet. #JIRA UE-32248 Change 3020349 on 2016/06/20 by mason.seay Resaving material assets Change 3020400 on 2016/06/20 by Lina.Halper Disable check single influence on LOD check - this doesn't seem to appropriate anymore #code review:Alexis.Matte Change 3020928 on 2016/06/21 by James.Golding - Move PSD test assets out of Developer folder - Add PSD test AnimBP Change 3021000 on 2016/06/21 by Ori.Cohen Remove ensure from body instance customization. This is a legit case where owner becomes stale (bp recompile for example) #JIRA UE-31445 Change 3021017 on 2016/06/21 by Ori.Cohen Help static analysis Change 3021045 on 2016/06/21 by Marc.Audy Fix regression with detachment in AActor::OnRep_AttachmentReplication #jira UE-32276 [CL 3021299 by Marc Audy in Main branch]
98 lines
3.2 KiB
C#
98 lines
3.2 KiB
C#
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Text.RegularExpressions;
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using System.Threading;
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using System.Reflection;
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using System.Linq;
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using AutomationTool;
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using UnrealBuildTool;
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namespace AutomationTool
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{
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/// <summary>
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/// Generates a changelist description for copying a stream to its parent
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/// </summary>
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[RequireP4]
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public class StreamCopyDescription : BuildCommand
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{
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/// <summary>
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/// Execute the command
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/// </summary>
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public override void ExecuteBuild()
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{
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// Get the source and target streams
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string Stream = ParseParamValue("Stream", P4Env.BuildRootP4);
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string Changes = ParseParamValue("Changes", null);
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// Get changes which haven't been copied up from the current stream
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string Descriptions;
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if (Changes == null)
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{
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ProcessResult Result = P4.P4(String.Format("interchanges -l -S {0}", Stream), AllowSpew: false);
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Descriptions = Result.Output.Replace("\r\n", "\n");
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}
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else
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{
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ProcessResult Result = P4.P4(String.Format("changes -l {0}", Changes), AllowSpew: false);
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Descriptions = Result.Output.Replace("\r\n", "\n");
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}
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// Clean any workspace names that may reveal internal information
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Descriptions = Regex.Replace(Descriptions, "(Change[^@]*)@.*", "$1", RegexOptions.Multiline);
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// Remove changes by the build machine
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Descriptions = Regex.Replace(Descriptions, "[^\n]*buildmachine\n(\n|\t[^\n]*\n)*", "");
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// Get the last submitted change in the source stream
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List<P4Connection.ChangeRecord> ChangeRecords;
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if (!P4.Changes(out ChangeRecords, String.Format("-m1 {0}/...", Stream), AllowSpew: false))
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{
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throw new AutomationException("Couldn't get changes for this branch");
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}
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// Figure out the target stream
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ProcessResult StreamResult = P4.P4(String.Format("stream -o {0}", Stream), AllowSpew: false);
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if (StreamResult.ExitCode != 0)
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{
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throw new AutomationException("Couldn't get stream description for {0}", Stream);
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}
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string Target = P4Spec.FromString(StreamResult.Output).GetField("Parent");
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if(Target == null)
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{
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throw new AutomationException("Couldn't get parent stream for {0}", Stream);
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}
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// Write the output file
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string OutputDirName = Path.Combine(CommandUtils.CmdEnv.LocalRoot, "Engine", "Intermediate");
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CommandUtils.CreateDirectory(OutputDirName);
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string OutputFileName = Path.Combine(OutputDirName, "Changes.txt");
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using (StreamWriter Writer = new StreamWriter(OutputFileName))
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{
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Writer.WriteLine("Copying {0} to {1} (Source: {0} @ {2})", Stream, Target.Trim(), ChangeRecords[0].CL);
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Writer.WriteLine();
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Writer.WriteLine("==========================");
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Writer.WriteLine("MAJOR FEATURES + CHANGES");
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Writer.WriteLine("==========================");
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Writer.WriteLine();
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foreach (string Line in Descriptions.Split('\n'))
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{
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string TrimLine = Line.TrimStart();
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if(!TrimLine.StartsWith("#codereview") && !TrimLine.StartsWith("#rb") && !TrimLine.StartsWith("#lockdown"))
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{
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Writer.WriteLine(Line);
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}
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}
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}
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Log("Written {0}.", OutputFileName);
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// Open it with the default text editor
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Process.Start(OutputFileName);
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}
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}
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}
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