UPDATE 5 : Sometimes it’s possible that the amount of renamed Unreal Engine files surpass the Git’s optimal rename limit inside the Sync repository (the intermediary local git repository that we are going to use for syncing the engine source code with upstream): As a result, I fixed the script in order to also take care of that. gitignore files inside the Unreal Engine dependencies, I noticed tiny bits of dependencies for building UE4/UE5 on Microsoft Windows are not getting copied over to the repository. And, last but not least, I have edited and improved the blog post a bit. In addition to that, the script now shows progress for every step, which is a nice addition in order to keep you informed and give an estimation of the time it is going to take to get the job done. Hopefully, the new script has been extensively tested with two repositories/projects and works as expected. Thus, it led me to completely rewrite the script. UPDATE 3 : I’ve noticed due to the fact that the files modification times affect how Rsync and Git work by default, my approach in writing the original script was totally wrong, which in turn caused a bug where on each update it committed all tracked files over again causing huge bloat in the repository, despite the fact that the content of the files was unchanged.
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