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Update workspace also reload the current map if needed #47
Commits on Nov 18, 2022
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Fix "update" should not take a path in regular workspace
First, update will not use it and act on the whole workspace instead Second, it fails if provided multiple file paths (which is the case when called from a new UE5.1 UI to Sync the whole workspace)
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Fix RunSync() to use --xml only for regular workspace
The previous task 1001351 was only about the "SyncAll" for a regular workspace but the implementation introduced a regression since it was also used on partial workspace, while "cm partial update" doesn't accept --xml
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Add a default constructor to FScopedTempFile that only hold the temp …
…filename Doesn't create a file not write text to it
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Fix RunSync() using a FScopedTempFile to delete the temp file after use
Else it was cluttering the Saved/Logs folder with Plastic-Temp files
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Implement a GetCurrentWorld() to get the World currently loaded in Ed…
…itor In order to access the corresponding umap asset package to be reloaded at the end of the workspace update
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Detects if some packages to reload are referencing the current map
in which case the current map need to be reloaded, so it needs to be added to the list of packages if not already in (assets that are parts of a map in the new One File Per Actor (OFPA) in UE5 are __ExternalActors__ or __ExternalObjects__)
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Commits on Nov 21, 2022
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Rework how the code deal with removing the "/Game" prefix on asset pa…
…th to avoid the use of a magic value
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Commits on Nov 22, 2022
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Fix issue in case of the update only bring files that are Added
In this case, these assets were not loaded before the operation so they are not yet in memory, so we can not search for them in the list of Packages! We have to do the search on the list of files updated by source control, that is, on strings containing absolute file paths instead of internal unreal relative path /Game
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