using UnityEditor; using UnityEngine; using System; using System.Collections.Generic; using System.Linq; using System.Text; using Perforce.P4; namespace P4Connect { public class Queries { /// <summary> /// Returns the state of the passed in file /// </summary> public static FileState GetFileState(string assetPath) { return Engine.GetFileState(assetPath); } /// <summary> /// Returns the state of the passed in file on the server (if checked out by someone else for instance) /// </summary> public static RevisionState GetRevisionState(string assetPath) { return Engine.GetRevisionState(assetPath); } } }
# | Change | User | Description | Committed | |
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#2 | 20275 | Norman Morse |
Update source to match 2016.2 patch 2 release Much thrashing of source during refactor. Proper caching of asset statuses, reducing fstats issued. Some bug fixes by Liz Lam Cleanup of Pending changes, rework of initialization and play/stop play transitions |
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#1 | 16209 | Norman Morse | Move entire source tree into "main" branch so workshop code will act correctly. | ||
//guest/perforce_software/p4connect/src/P4Connect/P4Connect/P4Connect.Queries.cs | |||||
#3 | 12553 | Norman Morse |
integrate from internal main Build fixes for EC. Major changes to Configuration and re-initialization code. Bug fixes |
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#2 | 12512 | Norman Morse | Integrate from Dev branch, preparing for Beta3 release | ||
#1 | 10940 | Norman Morse |
Inital Workshop release of P4Connect. Released under BSD-2 license |