Now there are two commands UnrealSync and UnrealSyncList. UnrealSync syncs the workspace to given label using artist sync (i.e. according to ArtistSyncRules.xml) or all files. Additionally you can chose to sync in p4 preview mode. Instead of providing label name explicitly you can provide only a game name, then latested promoted game label will be chosen. If you skip game name also then latestest shared promoted label will be chosen.
UnrealSyncList in general lists all branch labels for the current workspace. The labels can be filtered by game (e.g. FortniteGame) or type (all, promotable or promoted). In promotable and promoted types if you skip game parameter then shared promotable is assumed. All labels are printed chronologically (from most recent). In all query type game parameter is ignored.
[CL 2074134 by Jaroslaw Palczynski in Main branch]
-listpromotedlabels -- lists all promoted labels for a branch. If game parameter is set then list them for a game, if not for shared promotable.
-listlabels -- lists all labels for a branch.
[CL 2072687 by Jaroslaw Palczynski in Main branch]
- In local runs UAT will no longer attempt to autodetect the current CL# if not asked to (with -p4cl command line param)
- Small client detection performance improvements - added client filter based on a known path under the client root.
- More logging during p4 autodetection
[CL 2053356 by Robert Manuszewski in Main branch]
- Added better support for 'verbose' log output from P4 and Process commands (SpewIsVerbose arg and TraceEventType flags)
- Added new P4Connection.DescribeChangelists() that provides full changed file lists and edit types
- Added even better support for full changelist descriptions to P4Connection.Changes() function
#codereview Robert.Manuszewski, Gil.Gribb
[CL 2052302 by Mike Fricker in Main branch]