Technical:
- Moving an asset to a subfolder and choosing REVERT ALL works! The asset will show up again in Content Browser.
- Moving an asset to a subfolder, moving an actor (which triggers a world reload) and choosing REVERT ALL does NOT work! The asset will not show up again in Content Browser until the project is closed and re-opened. The reason it doesn't show up is because the AssetRegistry still thinks there is a REDIRECTOR asset in that location and the Content Browser doesn't show those by default.
The cause for this is that when the two packages (for example: a redirector material package and a world package) are passed into UPackageTools::ReloadPackages, it will call CreateNewMapForEditing which will cause the redirector material package to go STALE. This is tracked by FScopedTrackFilteredPackages. This results in the redirector material package never actually being reloaded, leaving the AssetRegistry with incorrect data, causing the Content Browser to not show it.
This is fixed by doing the world reload(s) separately.
#rb Manuel.Lang, Marco.Anastasi, Patrick.Enfedaque
#rnx
[CL 29916664 by wouter burgers in ue5-main branch]
If a conflict situation ever ends up blocking an internal developer (due to some unforeseen issue), the CLI command 'asset resolve conclude' can always get them out of it.
#rb Marco.Anastasi
#rnx
[CL 29884264 by wouter burgers in ue5-main branch]
* Added Snapshot creator avatar to Snapshots list
* Extended information displayed in snapshot state column in Snapshot list
#rb Stuart.Hill, wouter.burgers
[CL 29867991 by marco anastasi in ue5-main branch]
* Created Date Picker Widget
* Created Source Control Controls Widget
* Refactored Status Bar menu to use Source Control Controls Widget
#rb wouter.burgers, stuart.hill
[CL 29864023 by marco anastasi in ue5-main branch]
The existing code was specific to external Actors, but there are also external Objects, such as the folders created in the SceneOutliner. Previously, creating a folder in the SceneOutliner, saving it and reverting it would not trigger a world reload, incorrectly keeping the folder visible in the SceneOutliner.
#rb manuel.lang, marco.anastasi, patrick.enfedaque
#rnx
[CL 29639562 by wouter burgers in ue5-main branch]
The existing code was specific to external Actors, but there are also external Objects, such as the folders created in the SceneOutliner. Previously, deleting a folder in the SceneOutliner, saving it, restarting the editor and reverting it would not trigger a world reload, incorrectly not showing the folder in the SceneOutliner.
#rb manuel.lang, marco.anastasi, patrick.enfedaque
#rnx
[CL 29637474 by wouter burgers in ue5-main branch]
#rb wouter.burgers
#rnx
### SourceControl
- Remove link to "InputCore" as it is not used
- Only include slate and rendering modules if the target we are building for uses slate.
- Define SOURCE_CONTROL_WITH_SLATE as 0 if the target we are building for does not use slate.
- When SOURCE_CONTROL_WITH_SLATE is zero the following will be applied:
-- FRevisionControlStyleManager will not be compiled as it only makes sense if slate is enabled.
-- The monitoring aspect of FSourceControlFileStatusMonitor will be disabled as we cannot be notified of user interactions.
-- FScopedSourceControlProgress will compile but essentially do nothing.
-- The ::GetIcon method of ISourceControlState will no longer be compiled as it returns a FSlateIcon by value.
[CL 29516345 by paul chipchase in ue5-main branch]
Results with a 40K actors changelist editor startup time:
- Before: FPerforce::AddShelvedFilesToChangelist took 2:35 min
- After: FPerforce::AddShelvedFilesToChangelist took 160.08 ms
#rb sebastien.lussier
[FYI] jeansebastien.guay
[CL 29047110 by jeanfrancois dube in ue5-main branch]
Why? These buttons have to behave differently when there are unresolved conflicts remaining.
Note that it isn't possible to add a build dependency from a module in /Engine to the Skein module in /Engine/Plugins, hence the cvar/ccmd approach.
#rb manuel.lang, marco.anastasi
#rnx
[CL 28220661 by wouter burgers in ue5-main branch]
- Added support for returning results.
- Added support for filtering as it clearly doesn't scale without it.
#rnx
[CL 27514161 by wouter burgers in ue5-main branch]
#rb Per.Larsson
### ISourceControlProvider
- Add a new ISourceControlProvider::Init overload that returns a struct (FInitResult) and takes a bitfield of flags (EInitFlags) so that we can more easily extend the initialization in future and return things to the caller.
- If a provider does not implement the new overload we fall-back to the original. This will be removed once all providers support the new path.
### PerforceSourceControlProvider
- Support the new init options via FPerforceConnection::EnsureValidConnection and update places that call it.
### FPerforceConnection
- Update ::AutoDetectWorkspace to return errors to the caller rather than handle its own logging.
- ::TestLoginConnection and ::TestClientConnection no longer calls FPerforceSourceControlProvider::SetLastErrors, this will be done at a higher level.
- ::AutoDetectWorkspace still does its own logging which will be fixed in a future update, it does however return its errors to the caller.
- Split the implementation of ::EnsureValidConnection to a stand alone internal function, the original function now handles and consolidates error handling.
-- Changed the logic to early out of failure rather than constantly checking a boolean all the way down.
-- Tried to remove the need for FPerforceSourceControlProvider to be passed in but a few places still require it.
-- Fixed our handling of the P4PORT value so that we can at least report problems if the address uses unicode characters. I have not yet tested if we can actually connect to such an address. We no longer use the servers unicode setting to decide the port strings encoding as it is not affected by the server settings.
-- Each error encountered should now record a localized error that we expect the user to be able to react to, then an array of errors from the API itself.
-- Once the internal code has run we will do a pass on all errors (if any) and strip any whitespace at the end (p4 tends to end error messages with newline characters) and then add a final entry to the additional errors detailing the settings at the point of failure. This was mostly being done before but is now enforced for every error.
-- No longer log the ticket, although the workflow to allow the user to supply one is not common we still probably don't want to save that to log files.
[CL 26952104 by paul chipchase in ue5-main branch]
- Reintroduced the FSkeinProjectInit as a separate operation so the FSyncPreview can succeed (it needs an initialized project directory).
- Ensured source control operations are done asynchronous wherever possible (and then waiting on them to complete, so still blocking) as no source control dialog pops up when the operation is asynchronous.
[REVIEW]
[CL 25947555 by wouter burgers in ue5-main branch]
+ Expand source control menu context with selected changelist,
+ Expose information about if changelist is default and its source control specific identifier,
#rb Patrick.Enfedaque, Patrick.Laflamme, zach.rammell
#preflight skip
#p4v-cherrypick 25526575
#preflight 64665919b91ab13b09c2089c
[CL 25528171 by jordan hoffmann in ue5-main branch]
Discussed this with [at]dave.belanger - the `FGetFileList` operation is only used by `USourceControlHelpers::GetFilesInDepotAtPath()`, and that method is currently not called by anything.
Also changed the implementation of `GetFilesInDepotAtPath()` to pass the search pattern as a parameter to the Operation.
#rb stuart.hill, dave.belanger, manuel.lang
#preflight 645a57644c3ec54e6e65f5bd
[CL 25403441 by marco anastasi in ue5-main branch]