Put guardrails against using URC with multiple projects because it's not supported
#rb wouter.burgers
[CL 34127677 by dave belanger in ue5-main branch]
Some tools like the Chaos Visual Debugger need to spawn a large number of transient actors, which will result in actor label creations which becomes expensive due to that asset data update attempt. Transient packages cannot be sabed, therefore we can safely skip the update in the source control module for them.
#jira UE-189695
[FYI] wouter.burgers
#tests Tested in the editor that if I change the label of any actor in a saved map, the code to update the assed data cache is still called. But if the actors are from a transient world (like in the Chaos Visual Debugger) the update is no longer executed (as expected).
[CL 33563896 by sergio gardeazabal in ue5-main branch]
* Fix mixed file/folder selection to properly resolve all items in selection
* Fix revert writable to use filtered file list instead of full file list.
* Expose the number of paths required to trigger user dialog about large operations so it can be customized per operation
#tests Tested copy remote paths action with files, folders and a mix, including local only files
[REVIEW] [at]aditya.ravichandran [at]Julien.StJean [at]lauren.barnes
#rb brooke.hubert, wouter.burgers
[CL 33533507 by christian savoie in ue5-main branch]
Instead of scanning the cache in its entirity (twice!) on every source control status cache, the Skein provider now keeps track of remaining/upcoming conflicts incrementally as new source control statuses come in.
#jira UE-213176
#rb Manuel.Lang
[CL 33300055 by wouter burgers in ue5-main branch]
- Added helper function to handle Duplication of external packages (replaced ULevel behaviour)
- Added FExternalAssetDependencyGatherer to handle external packages used by Asset Migration
- Also DetachLinker for external objects not part of a UWorld when doing a reload
#rb Matt.Peters, Patrick.Enfedaque, Richard.Malo
[CL 33295840 by jurre debaare in ue5-main branch]
I wasn't actually able to reproduce the issue, but I did find some oddities regarding the visibility of the checkin/sync/restore buttons. For example: if Skein is 'unavailable', the checkin/sync buttons would be hidden but the restore button could be available. I also made the buttons more explicitly tied to Skein to avoid them showing up using Git/Perforce.
#rb Marco.Anastasi
[CL 33265056 by wouter burgers in ue5-main branch]
#rb Juan.Legaz
#jira UE-212182
#rnx
- We default to the old behavior, so that the default way of creating a source control provider (no FSourceControlInitSettings) will read all of the commandline parameters available and the newer way (creating a provider with a FSourceControlInitSettings) will ignore the commandline.
[CL 33001499 by paul chipchase in ue5-main branch]
[FYI] bob.tellez
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL32181613
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Fixing a bug where two branches for SourceControlSettings (project vs engine-only) would re-use one of the branches, instead of loading it a second time (so FIndBranch() will now check the FIlename if appropriate)
- Added support in FConfigContext for contexts that empty out the PRojectConfigDir to only load Engine ini layers
#rb paul.chipchase
[CL 32254428 by josh adams in ue5-main branch]
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Fixing a bug where two branches for SourceControlSettings (project vs engine-only) would re-use one of the branches, instead of loading it a second time (so FIndBranch() will now check the FIlename if appropriate)
- Added support in FConfigContext for contexts that empty out the PRojectConfigDir to only load Engine ini layers
#rb paul.chipchase
[CL 32203657 by bob tellez in ue5-main branch]
- Added support in FConfigContext for contexts that empty out the PRojectConfigDir to only load Engine ini layers
#rb paul.chipchase
[CL 32181639 by josh adams in ue5-main branch]
The fix is theorycrafted by reasoning about the code - I was not able to actually reproduce this.
The callstack suggests a nullptr exception, indicating that the Find() in AssetDataCache failed. The AssetDataToFetch container is populated in two places:
- AddAssetInformationEntry()
- OnUpdateHistoryComplete()
The AddAssetInformationEntry() method populates the AssetDataCache and optionally the AssetDataToFetch container.
The OnUpdateHistoryComplete() assumes the entry in AssetDataCache exists and populates the AssetDataToFetch container.
The ClearPendingTasks() removes pending entries from the AssetDataCache container.
However, it doesn't wait for any pending FUpdateStatus task to be finished.
Thus, if the ClearPendingTasks() method is called after GetFileHistory() queues an FUpdateStatus operation but before that operation returns, the OnUpdateHistoryComplete() would queue an entry in AssetDataToFetch while there is no accompanying entry in AssetDataCache. This will result in the crash. The ClearPendingTasks() is called on shutdown, when the source control provider changes or when the source control dialog is shown - the latter being the most likely thing to have happened.
#rb luc.eygasier, manuel.lang
[CL 32014349 by wouter burgers in ue5-main branch]
* Updated dropdown text color for dates
* Added missing icon(s) for project size
* When a Snapshot is expanded, the background color now remains dark
* When two adjacent Snapshots are expanded, there is now a separation between the expanded areas
#rb wouter.burgers
[CL 32007002 by marco anastasi in ue5-main branch]
The SSourceControlControls is currently instantiated in two places in the editor: bottom right and as part of the snapshot history panel. Regardless, we would like the behavior of these buttons to be the same. This was accomplished by providing 'defaults' in SourceControlMenuHelpers and then setting temporary 'overrides' in SnapshotHistoryPanel. This wasn't very pretty and somewhat confusing with SSourceControlControls providing a mix of instance and static interfaces and behaviors. I've refactored this with the idea in mind that these buttons should behave similar, wherever they are placed in the editor and providing static methods to control that behavior. The default behavior is now no-op and SnapshotHistory provides the UEFN/Skein behavior.
This also allowed the 'CanAutoSave' code to live in one location (in the SnapshotHistoryController) instead of being duplicated in two spots. This was also not possible because engine code cannot be accessed from SkeinSourceControlSlate, where the SSourceControlControls was being instantiated, resulting in the behavior as described in the JIRA bug.
#rb manuel.lang, marco.anastasi
[CL 31796796 by wouter burgers in ue5-main branch]