job000344 | P4Connect does not respect the the typemap setup on the server. This app...ears to have been reported in Job 175, but that job has been closed and the issue still remains. If I have my server typemap set to make all .prefabs +l and all .cs files +w, whenver I add a new prefab or C# source file from within Unity it should automatically appear added to the default changelist with those filetype attributes, but they do not. An example typemap set on the server: # Perforce File Type Mapping Specifications. # # TypeMap: a list of filetype mappings; one per line. # Each line has two elements: # # Filetype: The filetype to use on 'p4 add'. # # Path: File pattern which will use this filetype. # # See 'p4 help typemap' for more information. TypeMap: text+w //....cs text+l //....prefab Version Info: Server version: P4D/DARWIN90X86_64/2015.1/1073410 (2015/06/11) Server Operating System: Mac OSX 10.10.5 Unity Version: 5.1.3f1 P4Connect: 2015.2.122.0542 Client Operating System: Mac OSX 10.10.5 « | |
job000351 | Configuration saving does not work properly on OS X. When set to use Edi...torPrefs, P4Connect simply just did not actually remember any settings after restarting Unity. Workaround was to change to use a config file (and annoying cause we have to constantly ignore this file in all our external p4 tools), now P4Connect remembers settings, however now the settings window still states it's using "EditorPrefs", touching it and saying to use editor prefs again breaks it all over again. « | |
job000389 | Double clicking a directory will cause an Exception: NullReferenceException:... Object reference not set to an instance of an object P4Connect.Engine.GetFileState (Perforce.P4.FileSpec aFile, P4Connect.PerforceConnection aConnection) (at c:/tmp/57805486/depot/main/p4-connect/src/P4Connect/P4Connect/P4Connect.Engine.cs:703) P4Connect.Engine.GetFileState (System.String arPath, P4Connect.PerforceConnection aConnection) (at c:/tmp/57805486/depot/main/p4-connect/src/P4Connect/P4Connect/P4Connect.Engine.cs:690) P4Connect.Queries+<>c__DisplayClass2.<GetFileState>b__0 (P4Connect.PerforceConnection con) (at c:/tmp/57805486/depot/main/p4-connect/src/P4Connect/P4Connect/P4Connect.Queries.cs:21) P4Connect.Engine.PerformConnectionOperation (System.Action`1 aConnectionOperation) (at c:/tmp/57805486/depot/main/p4-connect/src/P4Connect/P4Connect/P4Connect.Engine.cs:826) UnityEngine.Debug:LogException(Exception) P4Connect.Engine:LogP4Exception(Exception) (at c:/tmp/57805486/depot/main/p4-connect/src/P4Connect/P4Connect/P4Connect.Engine.cs:2014) P4Connect.Engine:PerformConnectionOperation(Action`1) (at c:/tmp/57805486/depot/main/p4-connect/src/P4Connect/P4Connect/P4Connect.Engine.cs:831) P4Connect.Queries:GetFileState(String) (at c:/tmp/57805486/depot/main/p4-connect/src/P4Connect/P4Connect/P4Connect.Queries.cs:21) P4Connect.AssetBridge:OpenFile(Int32, Int32) (at c:/tmp/57805486/depot/main/p4-connect/src/P4Connect/P4Connect/P4Connect.AssetBridge.cs:130) UnityEditor.DockArea:OnGUI() « | |
job000390 | Sometimes when clicking between directories you can get Unity to fully crash. ... It's very easy to reproduce if you constantly click between directories. « | |
job000397 | Icon updates need to be run asynchronously. No GUI wants to wait for Perforce... commands to run, we need to launch "read-only" command like "p4 status" on seperate threads using seperate connections. This can be fixed using Background Processes. I believe that implementing this will fix job000390 also. « | |
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