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* Test to see if we can set the il2cpp cache directory at build time * fixed typo * put it where it usually is * Android already properly sets the cache directories, so we'll skip those also seperate the arch verson caches as well * just put in a subfolder so we can just cache the parent * updated IL2CPP caching * put a lock file in there * moved build report up to command line method updated UwpPlayerBuildTools to return the build report * don't cache android as it has special cache directories defined delete mabu cache before building lumin * first pass at build pipeline refactor * better building * improve the lumin build a bit * updated build pipeline ref * a bit of cleanup * updated platform definitions Created new BuildDeployWindow Renamed current BuildDeployWindow with old suffix * Added dropdown target platform selector to the new build window and to the root profile * use the IMixedRealityPlatform name for the build output folder * updated build window * removed empty file * Moved IBuildInfo back into build pipline editor folder cleaned up platform name logic a bit Moved platform specific build info to their respective packages Converted BuildInfo to be a scriptable object * Commented out old build window since the uwp bulid tools were moved to its respective package * Added a way to initialize and check if platforms are available without initializing the serivce locator. * updated wmr checkout * revert arcore changes * Debug the build info name and platform updated lumin checkout * generate buildinfo if it's missing in build window * tweak a few logs * use pattern matching * check if editor instance is null before trying to render it * Fixed ScriptableObject.ctr warnings removed processor interfaces from build info and implemented them in the UnityPlayerBuildTools to then call on IBuildInfo if there is a vaild reference * Added build info to generated xrtk profiles * A bit of cleanup and added logs to diagnose Lumin build * updated build info * print out the current build target to confirm the type, current build platform, and full output path * Added additional info to build debug Moved build info asset creation into the null and current platform target conditional * add a debug variable * try a runtime variable * try a different syntax * try it another way again * none of this seems to work lol * revert * fixed name coalesce * fix name * removed duplicate command line parse * a bit more cleanup * Assign the correct runtime platform attribute to the android build info * use updated api for applicaton identifier * only parse for command line builds * Added android build info Updated project settings Better assignment of current platform target * updated command line args and documentation * updated build info inspector added serialized fields to build info * set the bundle identifier better * updated build info assets * updated project settings * Added Oculus Build Info Asset * Better build info object creation and validation * cleanup logs * Made it easier for others to add their own ignored logs to the DevOpsLoggingUtility * bumped package version due to breaking changes * added missing header * removed old window * added a few more logs to ignore * use string literals * updated submodules updated azure pipelines reference
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