Commit History

Author SHA1 Message Date
  Eugene 64a2a7feb5 Cherry Picked From BBS - SHA 072d8845b9f113d64d0c7e0ed00fd1eb746f4f23 9 years ago
  Eugene 662d8c9de2 Cherry Picked from branch BBS SHA: 190228fcec782b6ae94ee143c95f0a8ac15a9bdc 9 years ago
  Eugene d91fead9ca Fixed a bug were the DDS files were not included in the build. 9 years ago
  Eugene aeb7e1fedb fixed a bug concerning the exclusion of texture files. 9 years ago
  Eugene f05c65000d jpg, tga and png were being included during the build process. We don't want that since the build should only be using the DDS files. This check got lost during the implementation of this configuration. 9 years ago
  Eugene cabc4ed7be Fixed an issue where the files in the project folder were being included in the build. Also... I added an append to file ability in the Atomic::File stream. I wanted to log to a file as needed during the build process. 9 years ago
  Eugene 1effb68ec8 Merge remote-tracking branch 'origin/master' into EGS-AssetBuildConfiguration 9 years ago
  JimMarlowe d215461616 Android toolchain for debug and release apks 9 years ago
  Eugene ce741498fd added the ability to specify resources to include by folder (as opposed to only per file) 9 years ago
  Eugene c36d9c238f fixed a few bugs found during testing 9 years ago
  Eugene cef12b7ca4 work on configurable asset include system for the biuld process. 9 years ago
  Eugene 18536f081b Merge remote-tracking branch 'origin/master' into EGS-AssetBuildConfiguration 9 years ago
  Eugene 79908858d1 Added initial support to define which assets/resources should be included in the build. Work has not yet been properly tested. Realised before this commit that we are going to have to include .asset files as well to the AssetBuildConfig.json file. 9 years ago
  Matt Benic b371d0ff23 Merge branch 'master' into #623TextureCompression 9 years ago
  Josh Engebretson 94b70f32e7 Applying MIT License 9 years ago
  Matt Benic 0deca90324 Windows Player build checks for cached DDS versions of textures and excludes original textures if DDS is found. 9 years ago
  Matt Benic 0170ba4b6d Deployed player supports EngineConfig. Windows build process copies /Settings/Engine.json alongside player executable. 10 years ago
  JoshEngebretson f61c359318 Windows build error handling improvements, better build clean logic 10 years ago
  Josh Engebretson c885fb4dd8 ATOMIC-74: Improvements to build file operation failure cases 10 years ago
  Josh Engebretson 5c930021e6 Remove a couple more Cache/ references 10 years ago
  Josh Engebretson b855775214 Update 10 years ago
  Josh Engebretson 4c0e57e39e Adding BuldComplete UI, adding UIWidget state enum, WebGL build now saves settings, adding show in explorer upon build complete 10 years ago
  Josh Engebretson 2f5b9eefd7 iOS deployment from editor working 10 years ago
  Josh Engebretson 8ca337b400 Adding build output modal, ant debug running for Android deploy with output 10 years ago
  Josh Engebretson c2042fdd5f BuildSystem bindings, Updates to cache file handling, successfully built a Mac player 10 years ago
  Josh Engebretson 277947dc34 Handle non-development builds which are in distributable package (OS X) 10 years ago
  Josh Engebretson bc0f0bfcb2 Filter PSD files during build, adding --player command for Windows AtomicEditor 10 years ago
  Josh Engebretson 7954b08d31 Initialize AtomicTool from configuration JSON (if available), add GetDefaultResourcePaths to BuildBase 10 years ago
  Josh Engebretson 7963ba2741 Working on CLI 10 years ago
  Josh Engebretson de9edefe2a Adding Subprocess system, build system (web only atm), to cli build 10 years ago