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Merge branch 'master' into fixes/initialize-project-requires-name-email
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GitHub.Unity.sln.DotSettings

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<s:Boolean x:Key="/Default/Environment/SettingsMigration/IsMigratorApplied/=JetBrains_002EReSharper_002EPsi_002ECSharp_002ECodeStyle_002ESettingsUpgrade_002EAlwaysTreatStructAsNotReorderableMigration/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/Environment/SettingsMigration/IsMigratorApplied/=JetBrains_002EReSharper_002EPsi_002ECSharp_002ECodeStyle_002ESettingsUpgrade_002EMigrateBlankLinesAroundFieldToBlankLinesAroundProperty/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/Environment/SettingsMigration/IsMigratorApplied/=JetBrains_002EReSharper_002EPsi_002ECSharp_002ECodeStyle_002ESettingsUpgrade_002EMigrateThisQualifierSettings/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/Environment/SettingsMigration/IsMigratorApplied/=JetBrains_002EReSharper_002EUnitTestFramework_002ESettings_002EMigrations_002ERemoveBuildPolicyAlwaysMigration/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/Environment/UnitTesting/ShadowCopy/@EntryValue">False</s:Boolean>
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<s:String x:Key="/Default/Housekeeping/UnitTestingMru/UnitTestSessionDefault/PlatformType/@EntryValue">x64</s:String>
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</wpf:ResourceDictionary>

build.sh

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#!/bin/sh -eux
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#!/bin/sh -eu
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Configuration="dev"
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if [ $# -gt 0 ]; then
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Configuration=$1
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nuget restore GitHub.Unity.sln
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fi
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xbuild GitHub.Unity.sln /verbosity:normal /property:Configuration=$Configuration /target:$Target || true
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xbuild GitHub.Unity.sln /verbosity:minimal /property:Configuration=$Configuration /target:$Target || true
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rm -f unity/PackageProject/Assets/Plugins/GitHub/Editor/deleteme*
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rm -f unity/PackageProject/Assets/Plugins/GitHub/Editor/deleteme*

common/SolutionInfo.cs

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namespace System
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{
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internal static class AssemblyVersionInformation {
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internal const string Version = "0.21.0";
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internal const string Version = "0.22.0";
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}
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}

docs/contributing/how-to-build.md

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@@ -9,14 +9,14 @@ This repository is LFS-enabled. To clone it, you should use a git client that su
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- Visual Studio 2015+ or Mono 4.x + bash shell (git bash).
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- Mono 5.x will not work
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- `UnityEngine.dll` and `UnityEditor.dll`.
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- If you've installed Unity in the default location of `C:\Program Files\Unity` or `C:\Program Files (x86)\Unity`, the build will be able to reference these DLLs automatically. Otherwise, you'll need to copy these DLLs from your Unity installation into the `lib` directory in order for the build to work
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- If you've installed Unity in the default location of `C:\Program Files\Unity` or `C:\Program Files (x86)\Unity`, the build will be able to reference these DLLs automatically. Otherwise, you'll need to copy these DLLs from `[Unity installation path]\Unity\Editor\Data\Managed` into the `lib` directory in order for the build to work
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### MacOS
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- Mono 4.x required.
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- Mono 5.x will not work
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- `UnityEngine.dll` and `UnityEditor.dll`.
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- If you've installed Unity in the default location of `/Applications/Unity`, the build will be able to reference these DLLs automatically. Otherwise, you'll need to copy these DLLs from your Unity installation into the `lib` directory in order for the build to work
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- If you've installed Unity in the default location of `/Applications/Unity`, the build will be able to reference these DLLs automatically. Otherwise, you'll need to copy these DLLs from `[Unity installation path]/Unity.app/Contents/Managed` into the `lib` directory in order for the build to work
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## How to Build
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- [Register a new developer application](https://github.com/settings/developers) in your profile.
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- Copy [common/ApplicationInfo_Local.cs-example](../../common/ApplicationInfo_Local.cs-example) to `common/ApplicationInfo_Local.cs` and fill out the clientId/clientSecret fields for your application.
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The build needs to reference `UnityEngine.dll` and `UnityEditor.dll`. These DLLs are included with Unity. If you've installed Unity in the default location, the build will be able to find them automatically. If not, copy these DLLs from your Unity installation into the `lib` directory in order for the build to work.
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The build needs to reference `UnityEngine.dll` and `UnityEditor.dll`. These DLLs are included with Unity. If you've installed Unity in the default location, the build will be able to find them automatically. If not, copy these DLLs from `[your Unity installation path]\Unity\Editor\Data\Managed` into the `lib` directory in order for the build to work.
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### Visual Studio
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To build with Visual Studio 2015 open the solution file `GitHub.Unity.sln`. Select `Build Solution` in the `Build` menu.
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To build with Visual Studio 2015+, open the solution file `GitHub.Unity.sln`. Select `Build Solution` in the `Build` menu.
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### Mono and Bash (windows and mac)
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docs/process/release-process.md

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# Release process
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## Release information
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### Tag name format
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***Alpha releases***: `v[major].[minor]-alpha`
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***Beta releases***: `v[major].[minor]-beta`
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***Releases***: `v[major].[minor]`
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## The process
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#### TL;DR
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1. Dev branches to a release branch every week, create draft release with release notes
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2. QA tests release branch for up to a week
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3. Dev continues work on master
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4. Dev fixes shipblockers on release branch and updates build on draft release page, and makes sure fixes are also sent to master
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5. QA publishes release by tagging the release branch and hitting "Publish"
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6. Goto 1
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#### The long explanation
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Every week:
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1. Create a release branch from master with the name `release/[Major].[Minor]`, where `[Major].[Minor]` are the current major and minor parts of the version set on master.
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1. Bump the version on master
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1. Create a draft release with the release notes, following the format below
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1. Upload a build created from the release branch
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1. QA tests the release and logs any issues found in it. Issues are fixed on the next release unless they are related to the issues that are reported as fixed in the current release, and they are shipblockers.
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1. If the release requires fixes:
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1. If the fix is reverting a PR, that doesn't have to be done on master, only on the release branch. Otherwise:
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1. Create a branch from the release branch fork point (the commit that the release branch is based on)
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1. Push the fix to this branch and create a PR targetting the release branch
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1. Upload a new build from the release branch
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1. Create another branch from master, merge the fix branch into it and create a PR targetting master
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1. QA approves release by:
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1. Filling out the tag name, in the format shown above
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1. Selecting the release branch corresponding to the build
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1. Clicking `Publish release`
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## Template for release notes
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The https://github.com/github-for-unity/unity-release-notes node project generates draft release notes by outputting all issues labeled `Feature`, `Enhancement` and `Bug` closed since the last release in the correct format for release notes, and also outputs all PRs closed since the last release, in case some issues might not have been correctly labeled and/or created.
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The markdown format for release notes is below. This is what the project above generates (more or less).
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```
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# Release notes
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[any special notes and/or funny/relevant image for the release here, if needed]
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## Features
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- #XXX - Title of issue (adjust for user consumption if needed)
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## Enhancements
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- #XXX - Title of issue (adjust for user consumption if needed)
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## Fixes
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- #XXX - Title of issue (adjust for user consumption if needed)
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```

docs/readme.md

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- **[Issue Triage](process/issue-triage.md)** - how we address issues reported
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by users
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- **[Review Process](process/reviews.md)** - how we review contributions
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- **[Review](process/reviews.md)** - how we review contributions
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- **[Roadmap](process/roadmap.md)** - how we plan for the future
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- **[Release](process/release-process.md)** - how we review contributions
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## Technical
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src/GitHub.Api/Application/ApplicationManagerBase.cs

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{
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SynchronizationContext = synchronizationContext;
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SynchronizationContext.SetSynchronizationContext(SynchronizationContext);
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ThreadingHelper.SetMainThread();
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ThreadingHelper.SetUIThread();
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UIScheduler = TaskScheduler.FromCurrentSynchronizationContext();
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ThreadingHelper.MainThreadScheduler = UIScheduler;
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TaskManager = new TaskManager(UIScheduler);

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