A few tweaks for the latest engine version
This commit is contained in:
@@ -1,5 +1,5 @@
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--- Engine/Plugins/Developer/VisualStudioCodeSourceCodeAccess/Source/VisualStudioCodeSourceCodeAccess/Private/VisualStudioCodeSourceCodeAccessor.cpp.orig 2026-04-12 22:58:34.075320964 -0400
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+++ Engine/Plugins/Developer/VisualStudioCodeSourceCodeAccess/Source/VisualStudioCodeSourceCodeAccess/Private/VisualStudioCodeSourceCodeAccessor.cpp 2026-04-12 23:03:40.139226303 -0400
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--- Engine/Plugins/Developer/VisualStudioCodeSourceCodeAccess/Source/VisualStudioCodeSourceCodeAccess/Private/VisualStudioCodeSourceCodeAccessor.cpp.orig 2026-05-08 14:11:02.262757499 -0400
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+++ Engine/Plugins/Developer/VisualStudioCodeSourceCodeAccess/Source/VisualStudioCodeSourceCodeAccess/Private/VisualStudioCodeSourceCodeAccessor.cpp 2026-05-05 15:36:35.232152395 -0400
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@@ -149,7 +149,7 @@
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FString SolutionDir = GetSolutionPath();
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TArray<FString> Args;
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@@ -9,9 +9,9 @@
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return Launch(Args);
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}
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--- Engine/Source/Editor/UnrealEd/Private/SourceCodeNavigation.cpp.orig 2026-04-12 22:58:34.169323705 -0400
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+++ Engine/Source/Editor/UnrealEd/Private/SourceCodeNavigation.cpp 2026-04-12 23:04:02.208867909 -0400
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@@ -463,7 +463,7 @@
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--- Engine/Source/Editor/UnrealEd/Private/SourceCodeNavigation.cpp.orig 2026-05-08 14:11:02.370759731 -0400
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+++ Engine/Source/Editor/UnrealEd/Private/SourceCodeNavigation.cpp 2026-05-05 15:36:35.232353795 -0400
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@@ -557,7 +557,7 @@
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ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
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ISourceCodeAccessor& SourceCodeAccessor = SourceCodeAccessModule.GetAccessor();
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@@ -20,7 +20,7 @@
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FString SourceFileName;
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uint32 SourceLineNumber = 1;
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uint32 SourceColumnNumber = 0;
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@@ -622,8 +622,8 @@
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@@ -716,8 +716,8 @@
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}
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UE_LOG(LogSelectionDetails, Warning, TEXT("NavigateToFunctionSource: Unable to look up symbol: %s in module:%s"), *FunctionSymbolName, *FunctionModuleName);
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@@ -31,11 +31,11 @@
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}
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--- Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp.orig 2026-04-12 22:58:34.254326184 -0400
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+++ Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp 2025-11-10 23:34:18.481701126 -0500
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@@ -299,6 +299,9 @@
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--- Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp.orig 2026-05-08 14:11:02.477761942 -0400
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+++ Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp 2026-05-05 15:36:35.232635087 -0400
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@@ -317,6 +317,9 @@
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// Furthermore SDL hides the mouse which we prevent by setting SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE
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SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE, "1"); // When relative mouse mode is active, don't hide cursor.
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SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, "0"); // Don't warp the cursor to the center in relative mouse mode.
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+ // Unreal does its own dynamic capturing, we don't need SDL to do it.
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+ SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
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@@ -43,8 +43,8 @@
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// If we're rendering offscreen, use the "dummy" SDL video driver
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if (FParse::Param(FCommandLine::Get(), TEXT("RenderOffScreen")) && !getenv("SDL_VIDEODRIVER"))
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{
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--- Engine/Source/Runtime/Core/Private/Unix/UnixPlatformStackWalk.cpp.orig 2026-04-12 22:58:34.349328955 -0400
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+++ Engine/Source/Runtime/Core/Private/Unix/UnixPlatformStackWalk.cpp 2026-04-12 23:05:56.395187515 -0400
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--- Engine/Source/Runtime/Core/Private/Unix/UnixPlatformStackWalk.cpp.orig 2026-05-08 14:11:02.584764153 -0400
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+++ Engine/Source/Runtime/Core/Private/Unix/UnixPlatformStackWalk.cpp 2026-05-05 15:36:35.232750204 -0400
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@@ -15,6 +15,7 @@
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#include "HAL/ExceptionHandling.h"
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#include "HAL/PlatformProcess.h"
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@@ -53,7 +53,7 @@
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#include "AutoRTFM.h"
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#include <link.h>
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@@ -1060,3 +1061,69 @@
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@@ -1063,3 +1064,69 @@
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}
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ReportLock.Unlock();
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}
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@@ -123,8 +123,8 @@
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+
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+ return false;
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+}
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--- Engine/Source/Runtime/Core/Public/Unix/UnixPlatformStackWalk.h.orig 2026-04-12 22:58:34.451331930 -0400
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+++ Engine/Source/Runtime/Core/Public/Unix/UnixPlatformStackWalk.h 2026-04-12 23:06:10.273590986 -0400
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--- Engine/Source/Runtime/Core/Public/Unix/UnixPlatformStackWalk.h.orig 2026-05-08 14:11:02.692766385 -0400
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+++ Engine/Source/Runtime/Core/Public/Unix/UnixPlatformStackWalk.h 2026-05-05 15:36:35.232861435 -0400
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@@ -24,6 +24,8 @@
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static CORE_API void ThreadStackWalkAndDump(ANSICHAR* HumanReadableString, SIZE_T HumanReadableStringSize, int32 IgnoreCount, uint32 ThreadId);
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static CORE_API int32 GetProcessModuleCount();
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@@ -134,8 +134,8 @@
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};
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typedef FUnixPlatformStackWalk FPlatformStackWalk;
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--- Engine/Source/Runtime/ApplicationCore/Public/Linux/LinuxApplication.h.orig 2026-05-05 21:15:20.644087179 -0400
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+++ Engine/Source/Runtime/ApplicationCore/Public/Linux/LinuxApplication.h 2026-05-05 21:15:38.654613091 -0400
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--- Engine/Source/Runtime/ApplicationCore/Public/Linux/LinuxApplication.h.orig 2026-05-08 14:11:02.802768658 -0400
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+++ Engine/Source/Runtime/ApplicationCore/Public/Linux/LinuxApplication.h 2026-05-08 14:09:14.778161399 -0400
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@@ -265,6 +265,12 @@
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/** The input device Id of the controller that can be used to find the matching ULocalPlayer */
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FInputDeviceId DeviceId;
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@@ -149,8 +149,8 @@
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/** Store axis values from events here to be handled once per frame. */
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TMap<FGamepadKeyNames::Type, float> AxisEvents;
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--- Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxApplication.cpp.orig 2026-05-05 21:15:20.646317814 -0400
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+++ Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxApplication.cpp 2026-05-05 23:13:59.528028910 -0400
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--- Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxApplication.cpp.orig 2026-05-08 14:11:02.910770890 -0400
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+++ Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxApplication.cpp 2026-05-08 14:09:14.778345206 -0400
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@@ -13,6 +13,13 @@
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#include "IHapticDevice.h"
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#include "GenericPlatform/GenericPlatformInputDeviceMapper.h"
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