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Update refactoring sandbox #14
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HamedSabri-adsk
commented
Aug 12, 2019
- Reference assembly cleanup ( Factored out scene assembly from base readJob class )
- Run time path improvement for MacOSX and Linux
- Fix variant switching after merge of proxy shapes
- Fix import (Import works in ADSK and PXR plugins, AL translator now loads and imports)
- Fix for building in debug
- Added top-level cmake option "CMAKE_WANT_UFE_BUILD" with default value ON. When enabled, we (quietly) try to find UFE and if available we enable it and use it for building. If not available, then don't compile UFE features.
- Linux translator plugins: Compilation and hdMaya camelCase fixes, mayaUsd_Translators and mayaUsd_Schemas Pixar PlugPlugin's load
- Complete selection highlight support for VP2RenderDelegate
- Fix build errors with Maya 2018
- Added new flags to have better control over Cmake stages in the build script.
Fix typo in README!
* MAYA-99741 - Build all 3 plugins build/work in sandbox * Override postConstructor in Maya & Pixar proxy shape and call the base class. * Remove from the base class: PxrMayaHdImagingShape::GetOrCreateInstance(); * From all three plugins (Maya/Pixar/AL) call the base class and in Maya/Pixar (not AL) put the call to GetOrCreateInstance and conditionally call it using MayaUsdProxyShapePlugin::useVP2_NativeUSD_Rendering() * MAYA-99741 - Build all 3 plugins build/work in sandbox * Oops, fixed mistake in logic.
* Add back the jinja.cmake file, which is only used when building inside the Maya build. * Make sure the build and install folders have the variant.
…#83) * MAYA-99646 Fix selection highlight issues * Selection highlight for proxy selection from Outliner. * Selection highlight for Xform prims from Outliner. * Selection highlight for USD instancing objects. * MAYA-99646 capitalize function name * MAYA-99646 Differentiate the processing for "wasProxySelected" and "isProxySelected" case.
* Make sure the build and install folders have the variant (#2) * Enable generating compile_commands.json by default * Make sure the build and install folders have the variant * Fix typo in ReadMe * temporarily revert line endings to windows to do merge * standardize on linux-style line endings (newline only) (cherry picked from commit 8073eaf)
* mayaUsd_Translators and mayaUsd_Schemas Pixar PlugPlugin's load. * Removed translator plugin requirement for sidecar Maya plugin. * Compilation and hdMaya camelCase fixes. * Addressed code review feedback.
Build with Maya 2018 has passed on Windows. Smoke test looks fine.
(cherry picked from commit 8b3b348)
… commit." This reverts commit 3b79e1b.
* Linux (gcc) and Mac (clang) fixes.
* MAYA-99741 - Build all 3 plugins build/work in sandbox * Added top-level cmake option "CMAKE_WANT_UFE_BUILD" with default value ON. When enabled, we (quietly) try to find UFE and if available we enable it and use it for building. If not available, then don't compile UFE features. * Being an option means users UFE can be disabled if needed. * Removed logic which looked for UFE only when devkit location was set. * Replaced specialized "HDMAYA_UFE_BUILD" define with our generic "WANT_UFE_BUILD" define. * Replaced xxx_INT vars with cmake configure logic. * Added missing UFE to pxrUsd plugin. * MAYA-99741 - Build all 3 plugins build/work in sandbox * No need for extra #define in the promoted header file hdMaya.h. Just use the standard cmake add_definitions which works on all platforms and is consistent with the rest of our repo.
* - trying to be explicit here for sake of clarity! * - Fix MacOSX python issue that was caused by overriding args. Thanks to Pierre! (cherry picked from commit cc2ca87)
(cherry picked from commit 09d835f)
* Fix for building in debug.
* Fixed pxrUsd RPATH, and removed incorrect linking to mayaUsd_Schemas plugin. * Import works in ADSK and PXR plugins. * AL translator now loads and imports. * Addressed review comments.
* Brought over Pixar's runtime path routines into cmake/utils module and started using them in the project * Fixed MacOSX build * Added IS_WINDOWS, IS_LINUX, IS_MACOSX variables to determine the OS type
* Factored out scene assembly from base readJob class. * Factored code to remove REFACTOR_PROXY_SHAPE. * Factored reference assembly out of instancerImager. * Factored reference assembly out of instancerShapeAdapter. * Enabled used of derived instancer shape adapter factory.
…_refactoring_sandbox
So, there's obviously a fair number of duplicated commits (ie, 29ac3fb vs cc2ca87) introduced by this branch. I'm guessing this is to make the external repo more similar to your internal repo, to make future pushes / merges / collaboration easier. If so, then I'm on board - anything to make repo management go smoother in the future is a good thing... and it's soon enough in the lifetime of the repo that there isn't too much duplication. |
There are still some improvements to the process we can do, so please keep bringing them up @elrond79 & thx! |
Do you have an internal repo with a different (and possibly non-git) history? And are you intending to keep it that way? If so, Pixar has been juggling the whole internal-vs-external thing fairly well for a while (at least from an outsider's perspective), where the internal repo has a different history than the external (at least I'm assuming, since they have so much private special sauce), so they may have some valuable tips / insight on how to manage this. |
Yes, we do have an internal repo, but there shouldn't be any difference with the public repo. We still have to figure out proper internal CI integration, but I hope we can avoid having to deal with two different repos. |
As for PRs that need to be merged across, we have a few different options:
They all have drawbacks:
My vote is to aim for 1 (and fallback to 4 when auto-merges fail)... and in the meantime, we just do 2 or 4. |
We are trying to understand the source of these duplicates. Will keep you posted. |
Make TBB a required dependency.