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Merge pull request #445 from Unity-Technologies/markv/katana-ci
changes for running build/tests on Katana
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.gitignore

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# Builds
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*.apk
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*.unitypackage
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artifacts
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# Generated by Rider
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TestProjects/FbxTests/Assets/Plugins*
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# Generated by tests
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**/_safe_to_delete__*
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.DS_Store
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FbxExportSettings.asset

.gitlab-ci.yml

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image: node:6.10.0
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variables:
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GIT_SUBMODULE_STRATEGY: recursive
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stages:
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- build
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- test
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#- push_to_packman_staging
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build:mac:
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stage: build
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tags:
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- mac
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script:
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- ./build.sh
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artifacts:
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name: "$CI_JOB_STAGE-$CI_COMMIT_REF_NAME"
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paths:
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- build/install
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expire_in: 1 hour
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# Important! Do not remove this after_script as the VM will live for 12 hours before being destroyed!
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after_script:
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- /opt/post_build_script.sh
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build:win:
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stage: build
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tags:
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- win
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script:
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- build.cmd
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artifacts:
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name: "%CI_JOB_STAGE%-%CI_COMMIT_REF_NAME%"
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paths:
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- build/install
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expire_in: 1 hour
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# Important! Do not remove this after_script as the VM will live for 12 hours before being destroyed!
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after_script:
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- C:\Users\builduser\post_build_script.bat
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build:lin:
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stage: build
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tags:
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- lin
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script:
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- ./build.sh
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artifacts:
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name: "$CI_JOB_STAGE-$CI_COMMIT_REF_NAME"
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paths:
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- build/install
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expire_in: 1 hour
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# Important! Do not remove this after_script as the VM will live for 12 hours before being destroyed!
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after_script:
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- /opt/post_build_script.sh
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test:mac:
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stage: test
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tags:
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- mac
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script:
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- npm test
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dependencies:
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- build:mac
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test:win:
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stage: test
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tags:
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- win
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script:
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- npm test
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dependencies:
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- build:win
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test:lin:
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stage: test
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tags:
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- lin
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script:
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- npm test
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dependencies:
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- build:lin
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#push_to_packman_staging:
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# stage: push_to_packman_staging
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# only:
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# - /^v\d*$/
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# except:
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# - branches
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# script:
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# - curl -u $USER_NAME:$API_KEY https://staging-packages.unity.com/auth > .npmrc
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# - npm publish

Assets/com.unity.formats.fbx.tests/_README.md

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Assets/com.unity.formats.fbx.tests/_README.md.meta

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Assets/com.unity.formats.fbx.testsAPI/com.unity.formats.fbx.editortestsAPI.asmdef

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Assets/com.unity.formats.fbx.testsAPI/com.unity.formats.fbx.editortestsAPI.asmdef.meta

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BringToFront.cs

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Packages/com.unity.formats.fbx/CHANGELOG.md renamed to CHANGELOG.md

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* The roundtrip of assets can now be started from Maya from assets that have not been exported from Unity
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* DCC integration plug-in sources have been removed from the packages folder. You can still find them in the zip file
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* Now using FBX SDK version 2018.1
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* Conformed the Unity's API guidelines
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* Conformed to Unity's API guidelines
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* Added support for exporting constraints (Rotation, Aim, Position, Scale and Parent)
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* ConvertToPrefab: Add ability to convert an FBX or prefab asset from the Project view
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* Right click on an FBX file in the project view then select "Convert to Linked Prefab" to create a Linked Prefab asset for the FBX file. It will not create an instance in the scene.
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* When converting an existing FBX file, the FBX filename and FBX export options are ignored (but not greyed out).
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* When converting an existing Prefab, the Prefab filename is ignored (but not greyed out)
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## [1.7.0] - 2018-06-01
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FIXES
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* Fixed violations of the C# Framework Design Guidelines (FDG)
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* Fixed errors reported while running the Package Validation Suite
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## [1.6.0] - 2018-05-29
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NEW FEATURES
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* Added support for physical cameras
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FIXES
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* Fixed skinned mesh bone update
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## [1.5.0]
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NEW FEATURES
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* The roundtrip of assets can now be started from Maya from assets that have not been exported from Unity
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* DCC integration plug-in sources have been moved away from the package
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* Windows version is now using the FBX SDK version 2018.1.1
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* Streamlined public interface for the ModelExporter class
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FIXES:
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* DCC integration plug-ins now work with packman
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## [1.4.0]
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NEW FEATURES
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* FBX Exporter is now distributed via the Package Manager
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* Constraints: we now export Unity constraints to FBX
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* ConvertToPrefab: Add ability to convert an fbx or prefab asset from the Project view
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Right click on an fbx in the project view then select Convert to Linked Prefab to create
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a linked prefab asset for the fbx. It will not create an instance in the scene.
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Right click on a prefab in the project view and select Convert to Linked Prefab to export the prefab to an fbx file
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and link the existing prefab to the newly created fbx.
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FIXES:
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* Now compatible with Unity 2018.2.0b3
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* Last frame was sometimes not exported
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* FBX export dialog hard to read in Unity Pro's dark theme
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KNOWN ISSUES
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* ConvertToPrefab: UI doesn't provide feedback about whether it will be converting an existing file or creating new files.
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When converting an existing FBX file, the fbx filename and fbx export options are ignored (but not greyed out).
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When converting an existing prefab, the prefab filename is ignored (but not greyed out)
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## [1.3.0f1] - 2018-04-17
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NEW FEATURES
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* Unity3dsMaxIntegration: Allow multi file import

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