Files
UnrealEngineUWP/Engine/Build/InstalledEngineFilters.xml
Luke Thatcher 22b2ad89ea Copying //UE4/Dev-Console to //UE4/Dev-Main (Source: //UE4/Dev-Console @ 3378220)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3301794 on 2017/02/14 by Josh.Adams

	Fixed a crash with clothing on platforms that don't support NV_CLOTH

Change 3302696 on 2017/02/14 by Chad.Garyet

	adding dev-console json

Change 3306418 on 2017/02/16 by Ben.Woodhouse

	Fix prepass/basepass zfighting, caused by bad vertex welding in depth-only indexbuffer. Requires bumping the staticmesh DDC key
	Duplicated from Fortnite/Main CL 3302965
	#jira UE-34332

Change 3308922 on 2017/02/17 by Josh.Adams

	- Disabled the game analytics anon usage data sent to Epic on the console platforms

Change 3311506 on 2017/02/20 by Keith.Judge

	Replicate fix for FD3D12UniqueDescriptorTable leak in async compute contexts from another branch.

Change 3313445 on 2017/02/20 by Josh.Adams

	- Various Vulkan fixes:
	  - Compiles in Linux
	  - Many cubemap bugs squashed
	  - Changed the scratch reflection cubemap clear to SetRenderTargestsAndClear, instead of SetRenderTarget() / Clear()
	  - Added compute fences

Change 3314916 on 2017/02/21 by Josh.Adams

	- Fixed an issue with 4 and 8 vertex instanced particles using the wrong VertexFactory objects (D3D didn't even need separate VFs due to the VertexDecl updating the stride at draw call time)

Change 3315398 on 2017/02/21 by Ben.Woodhouse

	Fix GPUTestbed packaging

Change 3316340 on 2017/02/22 by Ben.Woodhouse

	Duplicate hotfix from Release-4.15:
	CL 3316322
	Fix for GPU Cubemap copy crash - Guard for invalid indices before marking cubemap indices as removed
	#jira UE-42165

Change 3317345 on 2017/02/22 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3316239

Change 3319186 on 2017/02/23 by Josh.Adams

	Added /VIRTUALIZEDIRECTX option to XgConsole for XGE shader compiling to work  on remote machines without DX installed

Change 3323514 on 2017/02/27 by Chad.Garyet

	adding populate ddc for dev-console, removing RDU agent type

Change 3335889 on 2017/03/07 by Luke.Thatcher

	[CONSOLE] [STREAMS] [^] Merge //UE4/Main (CL 3335229) to //UE4/Dev-Console

	#tests Build Win64 Editor, run QAGame editor, Launch on PS4.

Change 3336550 on 2017/03/07 by Ben.Woodhouse

	Duplicate CL 3336456
	#jira UE-42468
	Fix a bug in the rendertargetpool handling of fastVRAM targets, reported on UDN

Change 3340385 on 2017/03/09 by Ben.Woodhouse

	Optimized fastVRAM layout and configurability. CVars can be configured based title rendering requirements and resolution
	With these changes, we try to store the GBuffer in Fast VRAM if possible. Transient/non perf critical surfaces are now disabled by default
	In content w/ dynamic lighting @ 900p we see a 1.8ms gain. In RenderTestMap QAGame @ 1080p we see 0.4ms gains (further improvements may be possible with additional tweaking).

Change 3355982 on 2017/03/21 by Ben.Woodhouse

	Duplicate from CL 3354688:
	Fix async SSAO not actually running asynchronously. This was because bHZBBeforeBasePass  was set to false even though we had a full prepass (EDepthDrawingMode::DDM_AllOpaque), so we didn't process it until after the basepass.
	This saved 0.6ms in GPUTestbed

Change 3356166 on 2017/03/21 by Ben.Woodhouse

	Duplicate from 3347033
	Subsurface postprocess optimization, courtesy of Mike O'Connor at Iron Galaxy Studios.

	Add a branch to reduce bandwidth. Halved the cost of the setup pass according to PIX (0.3ms to 0.15ms)

Change 3360243 on 2017/03/23 by Luke.Thatcher

	[CONSOLE] [STREAMS] [^] Merge //UE4/Main (CL 3358685) to //UE4/Dev-Console

	#tests Build Win64 Editor, run FortGPUTestbed editor, Launch on PS4.

Change 3365746 on 2017/03/27 by Joe.Barnes

	- Handle NULL source data.
	- Log failed surround conversion.

Change 3368022 on 2017/03/28 by Ben.Woodhouse

	Cherry pick reflection capture hotfix from release-4.15 CL 3365830:
	Fixed reflection capture crash when repeatedly adding/removing captures
	Previously we used an array of indices (CubemapIndicesRemovedSinceLastRealloc) to keep track of indices which had been removed, however this caused issues when those indices were reused by subsequent allocations before the array was reallocated
	The new method uses a simple bitfield to track usage (one bit per cubemap slot index).
	Also fixed order(N^2) index search in the index allocator - now just a fast bit scan

	#jira UE-42165
	#jira UE-42911

Change 3371568 on 2017/03/30 by Luke.Thatcher

	[CONSOLE] [STREAMS] [^] Merging //UE4/Dev-Main (CL 3371054) to Dev-Console (//UE4/Dev-Console)

Change 3372780 on 2017/03/30 by Joe.Barnes

	Add support for multi-channel ADPCM encoding. Format based on game side ADPCM decompressor.

Change 3374847 on 2017/03/31 by Ben.Woodhouse

	Fix shipping warning
	#jira UE-43522

Change 3376442 on 2017/04/03 by Ben.Woodhouse

	Fix FortGPUTestbed animnotify cook errors (delete the offending animnotifies)

[CL 3378288 by Luke Thatcher in Main branch]
2017-04-04 09:10:29 -04:00

434 lines
14 KiB
XML

<?xml version='1.0' ?>
<BuildGraph xmlns="http://www.epicgames.com/BuildGraph" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.epicgames.com/BuildGraph ../../Engine/Build/Graph/Schema.xsd" >
<!-- List of patterns that should always be excluded when making an installed build. Filter the default list of exclusions to include confidential platforms if they're enabled. -->
<Property Name="ConfidentialExceptions" Value=""/>
<ForEach Name="RestrictedFolderName" Values="$(RestrictedFolderNames)">
<Switch>
<Case If="'$(RestrictedFolderName)' == 'PS4' And '$(WithPS4)' == true">
<!-- Allow this folder -->
</Case>
<Case If="'$(RestrictedFolderName)' == 'XboxOne' And '$(WithXboxOne)' == true">
<!-- Allow this folder -->
</Case>
<Case If="'$(RestrictedFolderName)' == 'Switch' And '$(WithSwitch)' == true">
<!-- Allow this folder -->
</Case>
<Default>
<Property Name="ConfidentialExceptions" Value="$(ConfidentialExceptions);" If="'$(ConfidentialExceptions)' != ''"/>
<Property Name="ConfidentialExceptions" Value="$(ConfidentialExceptions).../$(RestrictedFolderName)/..."/>
</Default>
</Switch>
</ForEach>
<!-- List of file types to be stripped and signed for different platforms -->
<Property Name="Win64StripFilter" Value="*.pdb"/>
<Property Name="Win64StripExceptions" Value="Engine\Binaries\Win64\UE4Editor*.pdb;Engine\Plugins\...\Binaries\Win64\UE4Editor*.pdb"/>
<Property Name="Win32StripFilter" Value="*.pdb"/>
<Property Name="MacStripFilter" Value="*.a;"/>
<Property Name="AndroidStripFilter" Value="*.a;*.so"/>
<Property Name="IOSStripFilter" Value="*.a;"/>
<Property Name="TVOSStripFilter" Value="*.a;"/>
<Property Name="LinuxStripFilter" Value="Engine\Binaries\Linux\*."/>
<Property Name="WindowsSignFilter" Value="*.exe;*.dll"/>
<Property Name="MacSignFilter" Value="*.dylib;*.app"/>
<Property Name="SignExceptions" Value=".../ThirdParty/..."/>
<!-- List of projects to build DDC for -->
<Property Name="ProjectsToBuildDDC">
Templates/FP_FirstPersonBP/FP_FirstPersonBP.uproject
Templates/TP_FlyingBP/TP_FlyingBP.uproject
Templates/TP_RollingBP/TP_RollingBP.uproject
Templates/TP_SideScrollerBP/TP_SideScrollerBP.uproject
Templates/TP_ThirdPersonBP/TP_ThirdPersonBP.uproject
Templates/TP_TopDownBP/TP_TopDownBP.uproject
Templates/TP_TwinStickBP/TP_TwinStickBP.uproject
Templates/TP_VehicleBP/TP_VehicleBP.uproject
Templates/TP_PuzzleBP/TP_PuzzleBP.uproject
Templates/TP_2DSideScrollerBP/TP_2DSideScrollerBP.uproject
Templates/TP_VehicleAdvBP/TP_VehicleAdvBP.uproject
Samples/StarterContent/StarterContent.uproject
Samples/MobileStarterContent/MobileStarterContent.uproject
</Property>
<!-- Don't add VR template for Mac and Linux -->
<Property Name="ProjectsToBuildDDC" Value="$(ProjectsToBuildDDC)" If="'$(HostPlatform)' != 'Mac' and '$(HostPlatform)' != 'Linux'">
Templates/TP_VirtualRealityBP/TP_VirtualRealityBP.uproject
</Property>
<!-- Define Editor Filters -->
<Property Name="CopyEditorFilter">
<!-- In-editor documentation -->
Engine/Documentation/Source/Shared/...
Engine/Documentation/Extras/...
<!-- Content folders -->
Engine/Content/...
<!-- Config files -->
Engine/Config/...
<!-- Programs -->
Engine/Programs/...
<!-- Plugins -->
Engine/Plugins/....uplugin
Engine/Plugins/.../Content/...
Engine/Plugins/.../Config/...
Engine/Plugins/.../Resources/...
Engine/Plugins/.../Source/...
Engine/Plugins/.../Templates/...
<!-- Source code -->
Engine/Source/UE4Game.Target.cs
Engine/Source/UE4Editor.Target.cs
Engine/Source/Runtime/...
Engine/Source/Developer/...
Engine/Source/Editor/...
Engine/Source/ThirdParty/.../*.Build.cs
Engine/Source/ThirdParty/Licenses/...
Engine/Source/Programs/AutomationTool/...
Engine/Source/Programs/AutomationToolLauncher/...
Engine/Source/Programs/DotNETCommon/...
Engine/Source/Programs/UnrealBuildTool/...
Engine/Source/Programs/UnrealHeaderTool/...
<!-- Third Party Software description files -->
Engine/.../*.tps
<!-- Shaders -->
Engine/Shaders/...
<!-- Starter content -->
Samples/StarterContent/Content/...
Samples/MobileStarterContent/Content/...
<!-- Templates -->
Templates/FP_FirstPerson/...
Templates/FP_FirstPersonBP/...
Templates/TP_FirstPerson/...
Templates/TP_FirstPersonBP/...
Templates/TP_Flying/...
Templates/TP_FlyingBP/...
Templates/TP_Rolling/...
Templates/TP_RollingBP/...
Templates/TP_SideScroller/...
Templates/TP_SideScrollerBP/...
Templates/TP_ThirdPerson/...
Templates/TP_ThirdPersonBP/...
Templates/TP_TopDown/...
Templates/TP_TopDownBP/...
Templates/TP_TwinStick/...
Templates/TP_TwinStickBP/...
Templates/TP_Vehicle/...
Templates/TP_VehicleBP/...
Templates/TP_Puzzle/...
Templates/TP_PuzzleBP/...
Templates/TP_2DSideScroller/...
Templates/TP_2DSideScrollerBP/...
Templates/TP_VehicleAdv/...
Templates/TP_VehicleAdvBP/...
<!-- shared template resources -->
Templates/TemplateResources/...
<!-- Build files -->
Engine/Build/Build.version
Engine/Build/Target.cs.template
</Property>
<!-- Optional API docs -->
<Property Name="CopyEditorFilter" Value="$(CopyEditorFilter);Engine/Documentation/CHM/API.chm" If="Exists('Engine/Documentation/CHM/API.chm')"/>
<!-- Don't add VR template for Mac and Linux -->
<Property Name="CopyEditorFilter" Value="$(CopyEditorFilter);Templates/TP_VirtualRealityBP/..." If="'$(HostPlatform)' != 'Mac' and '$(HostPlatform)' != 'Linux'"/>
<!-- Define Editor Exceptions -->
<Property Name="CopyEditorExceptions">
<!-- Content -->
Engine/Content/....psd
Engine/Content/....pdn
Engine/Content/....fbx
Engine/Content/....po
<!-- Programs -->
Engine/Programs/UnrealGameSync/...
<!-- Plugins -->
Engine/Plugins/Runtime/TwitchLiveStreaming/...
Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/...
<!-- Source code -->
Engine/Source/Runtime/SQLiteSupport/...
<!-- Exclude all the intermediate files in the Engine/Saved folder -->
Engine/Saved/...
<!-- Exclude generated config files/intermediates from Engine/Programs folder -->
Engine/Programs/AutomationTool/...
Engine/Programs/UnrealBuildTool/...
Engine/Programs/UnrealHeaderTool/Intermediate/...
Engine/Programs/UnrealHeaderTool/Saved/...
<!-- Exclude Template intermediates and other files not needed in installed build-->
Templates/*/Binaries/...
Templates/*/Build/Receipts/...
Templates/*/Intermediate/...
Templates/*/DerivedDataCache/...
Templates/*/Saved/...
Templates/*/manifest.json
Templates/*/contents.txt
</Property>
<!-- exclude VR feature pack on Mac -->
<Property Name="CopyEditorExceptions" Value="$(CopyEditorExceptions);FeaturePacks/TP_VirtualRealityBP.upack" If="'$(HostPlatform)' == 'Mac' or '$(HostPlatform)' == 'Linux'"/>
<!-- Win64-specific dependencies -->
<Do If="'$(HostPlatform)' == 'Win64'">
<Property Name="CopyEditorFilter" Value="$(CopyEditorFilter)">
<!-- Leap SDK -->
Engine/Plugins/Runtime/LeapMotion/ThirdParty/LeapSDK/...
<!-- Build batch files -->
Engine/Build/BatchFiles/Build.bat
Engine/Build/BatchFiles/Clean.bat
Engine/Build/BatchFiles/Rebuild.bat
Engine/Build/BatchFiles/RunUAT.bat
Engine/Build/BatchFiles/GetMSBuildPath.bat
<!-- Binaries which are explicitly staged by UAT rather than listing runtime dependencies -->
Engine/Binaries/ThirdParty/OpenSSL/...
<!-- Extra tools -->
Engine/Extras/3dsMaxScripts/...
Engine/Extras/VisualStudioDebugging/UE4.natvis
Engine/Extras/MayaVelocityGridExporter/...
Engine/Extras/UnrealVS/...
Engine/Extras/Redist/en-us/*
</Property>
<Property Name="CopyEditorExceptions" Value="$(CopyEditorExceptions)">
<!-- Exclude Mac binaries on windows here, because previous wildcard for plugin resources matches OSX dsym resources on Windows -->
Engine/Plugins/.../Binaries/Mac/...
</Property>
</Do>
<!-- Mac-specific dependencies -->
<Do If="'$(HostPlatform)' == 'Mac'">
<Property Name="CopyEditorFilter" Value="$(CopyEditorFilter)">
<!-- Build batch files -->
Engine/Build/BatchFiles/Mac/Build.sh
Engine/Build/BatchFiles/Mac/GenerateLLDBInit.sh
Engine/Build/BatchFiles/Mac/FixDependencyFiles.sh
Engine/Build/BatchFiles/Mac/GenerateProjectFiles.sh
Engine/Build/BatchFiles/Mac/SetupMono.sh
Engine/Build/BatchFiles/Mac/FixMonoFiles.sh
Engine/Build/BatchFiles/Mac/RunMono.sh
Engine/Build/BatchFiles/Mac/RunXBuild.sh
Engine/Build/BatchFiles/RunUAT.command
Engine/Build/BatchFiles/RunUAT.sh
<!-- Mono -->
Engine/Binaries/ThirdParty/Mono/Mac/...
<!-- Extra tools -->
Engine/Extras/LLDBDataFormatters/UE4DataFormatters.py
</Property>
<Property Name="CopyEditorExceptions" Value="$(CopyEditorExceptions)">
<!-- Exclude Windows binaries on Mac here -->
Engine/Plugins/.../Binaries/Win64/...
Engine/Plugins/.../Binaries/Win32/...
<!-- Don't want these folders, even if they're part of Windows tools -->
Engine/Binaries/Win64/...
Engine/Binaries/Win32/...
</Property>
</Do>
<!-- Linux-specific dependencies -->
<Do If="'$(HostPlatform)' == 'Linux'">
<Property Name="CopyEditorFilter" Value="$(CopyEditorFilter)">
<!-- Build batch files -->
Engine/Build/BatchFiles/Linux/Build.sh
Engine/Build/BatchFiles/Linux/BuildThirdParty.sh
Engine/Build/BatchFiles/Linux/GenerateProjectFiles.sh
Engine/Build/BatchFiles/Linux/GitDependencies.sh
Engine/Build/BatchFiles/Linux/QASmokeManual.sh
Engine/Build/BatchFiles/Linux/RunMono.sh
Engine/Build/BatchFiles/Linux/RunXBuild.sh
Engine/Build/BatchFiles/Linux/Setup.sh
Engine/Build/BatchFiles/Linux/UpdateDeps.sh
Engine/Build/BatchFiles/RunUAT.sh
</Property>
</Do>
<!-- Target Platform Filters/Exceptions -->
<!-- Win64 -->
<Property Name="CopyWin64Filter">
</Property>
<Property Name="CopyWin64Exceptions">
</Property>
<!-- Win32 -->
<Property Name="CopyWin32Filter">
</Property>
<Property Name="CopyWin32Exceptions">
</Property>
<!-- Mac -->
<Property Name="CopyMacFilter">
</Property>
<Property Name="CopyMacExceptions">
</Property>
<!-- Android -->
<Property Name="CopyAndroidFilter">
<!-- Build Files -->
Engine/Build/Android/...
Engine/Source/ThirdParty/Android/cxa_demangle/...
Engine/Source/ThirdParty/Android/extras/...
Engine/Source/ThirdParty/GoogleVR/...
Engine/Source/ThirdParty/Oculus/OculusMobile/SDK_1_0_3/Libs/...
Engine/Source/ThirdParty/Oculus/LibOVRPlatform/LibOVRPlatform_APL.xml
Engine/Source/ThirdParty/Oculus/LibOVRPlatform/lib/*.so
</Property>
<!-- Win64 Specific -->
<Do If="'$(HostPlatform)' == 'Win64'">
<Property Name="CopyAndroidFilter" Value="$(CopyAndroidFilter)">
Engine/Extras/AndroidWorks/Win64/*.exe
</Property>
</Do>
<!-- Mac Specific -->
<Do If="'$(HostPlatform)' == 'Mac'">
<Property Name="CopyAndroidFilter" Value="$(CopyAndroidFilter)">
Engine/Extras/AndroidWorks/Mac/*.dmg
</Property>
</Do>
<!-- Linux Specific -->
<Do If="'$(HostPlatform)' == 'Linux'">
<Property Name="CopyAndroidFilter" Value="$(CopyAndroidFilter)">
Engine/Extras/AndroidWorks/Linux/*.run
</Property>
</Do>
<Property Name="CopyAndroidExceptions">
Engine/Binaries/Android/....apk
</Property>
<!-- IOS -->
<Property Name="CopyIOSFilter">
<!-- Build Files -->
Engine/Build/IOS/...
</Property>
<!-- Win64 specific -->
<Do If="'$(HostPlatform)' == 'Win64'">
<Property Name="CopyIOSFilter" Value="$(CopyIOSFilter)">
Engine/Binaries/DotNET/IOS/openssl.exe
Engine/Binaries/ThirdParty/IOS/*
Engine/Build/BatchFiles/MakeAndInstallSSHKey.bat
Engine/Extras/ThirdPartyNotUE/DeltaCopy/...
</Property>
</Do>
<Property Name="CopyIOSExceptions">
<!-- Build Files -->
Engine/Build/IOS/....psd
Engine/Build/IOS/....mobileprovision
Engine/Build/IOS/UnrealRemoteTool
</Property>
<!-- TVOS -->
<Property Name="CopyTVOSFilter">
<!-- Build Files -->
Engine/Build/TVOS/...
</Property>
<!-- Win64 specific -->
<Do If="'$(HostPlatform)' == 'Win64'">
<Property Name="CopyTVOSFilter" Value="$(CopyTVOSFilter)">
Engine/Binaries/DotNET/IOS/openssl.exe
Engine/Binaries/ThirdParty/IOS/*
Engine/Build/BatchFiles/MakeAndInstallSSHKey.bat
Engine/Extras/ThirdPartyNotUE/DeltaCopy/...
</Property>
</Do>
<Property Name="CopyTVOSExceptions">
<!-- Build Files -->
Engine/Build/TVOS/....psd
Engine/Build/TVOS/....mobileprovision
</Property>
<!-- Linux -->
<Property Name="CopyLinuxFilter">
Engine/Binaries/ThirdParty/OpenAL/...
Engine/Binaries/ThirdParty/ICU/icu4c-53_1/Linux/x86_64-unknown-linux-gnu/*.so
</Property>
<Property Name="CopyLinuxExceptions">
</Property>
<Property Name="CopyLinuxFilter" Value="$(CopyLinuxFilter);Engine/Extras/ThirdPartyNotUE/putty/..."/>
<!-- Win64 specific -->
<Do If="'$(HostPlatform)' == 'Win64'">
<Property Name="CopyLinuxExceptions" Value="$(CopyLinuxExceptions)">
<!-- Content only - exclude things we only need for code projects -->
Engine/Binaries/Linux/....a
Engine/Plugins/.../Binaries/Linux/....a
Engine/Source/ThirdParty/.../Linux/....a
</Property>
</Do>
<!-- HTML5 -->
<Property Name="CopyHTML5Filter">
<!-- Build Files -->
Engine/Build/HTML5/...
<!-- SDK -->
Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/...
</Property>
<Property Name="CopyHTML5Filter" Value="$(CopyHTML5Filter)" If="'$(HostPlatform)' == 'Win64'">
Engine/Extras/ThirdPartyNotUE/emsdk/Win64/...
</Property>
<Property Name="CopyHTML5Filter" Value="$(CopyHTML5Filter)" If="'$(HostPlatform)' == 'Mac'">
Engine/Extras/ThirdPartyNotUE/emsdk/Mac/...
</Property>
<Property Name="CopyHTML5Exceptions">
</Property>
<!-- PS4 -->
<Property Name="CopyPS4Filter">
<!-- Build Files -->
Engine/Build/PS4/...
</Property>
<Property Name="CopyPS4Exceptions">
</Property>
<!-- XboxOne -->
<Property Name="CopyXboxOneFilter">
<!-- Build Files -->
Engine/Build/XboxOne/...
<!-- Additional Binaries -->
Engine/Binaries/Win64/XboxOne/XboxOnePackageNameUtil.exe
</Property>
<Property Name="CopyXboxOneExceptions">
</Property>
<!-- Switch -->
<Property Name="CopySwitchFilter">
<!-- Build Files -->
Engine/Build/Switch/...
</Property>
<Property Name="CopySwitchExceptions">
</Property>
<!-- Additional Binaries(.nspd directories) -->
<Property Name="CopySwitchFilter" Value="$(CopySwitchFilter);Engine/Binaries/Switch/*.nspd/..."/>
</BuildGraph>