8 Commits

Author SHA1 Message Date
Jedd Morgan 80b7cd886a Merge pull request #85 from specklesystems/no-bom
Removed BOM headers from files
2023-07-06 21:21:34 +01:00
Jedd Morgan f57ee4658e Merge remote-tracking branch 'origin/main' into no-bom 2023-07-06 21:20:47 +01:00
Jedd Morgan af61b08fa2 fix(ci): added line to remove BOM headers before applying copyright info 2023-07-06 21:20:28 +01:00
Jedd Morgan a6b5a09efa Merge pull request #84 from specklesystems/no-bom
fix(ci): added line to remove BOM headers before applying copyright info
2023-07-06 21:11:27 +01:00
Jedd Morgan f07eb732da fix(ci): added line to remove BOM headers before applying copyright info 2023-07-06 21:10:21 +01:00
Jedd Morgan 68cb85e029 Merge pull request #83 from specklesystems/activeUser
Updated user requests to use the new activeUser query
2023-07-06 17:32:14 +01:00
Jedd Morgan 067d66ae16 Removed marketplace publishing for UE 4.26 2023-07-06 17:22:27 +01:00
Jedd Morgan 4b4eae32a2 chore(api): user -> activeUser 2023-07-06 17:15:43 +01:00
15 changed files with 18 additions and 66 deletions
+4 -7
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@@ -29,12 +29,13 @@ commands:
copyright-string:
type: string
steps:
- run:
- run: #Remove BOM header, then add copyright comment
name: "Add copyright notice to source files"
command: |
shopt -s globstar
for file in Source/**/*.{cpp,hpp,c,h,cs};
do if [ -f $file ]; then
sed -i '1s/^\xEF\xBB\xBF//' $file;
sed -i '1s/^/\/\/ <<parameters.copyright-string>>\n/' $file;
echo "added copyright notice to $file";
fi;
@@ -50,7 +51,7 @@ jobs:
steps:
- checkout
- add-source-copyright:
copyright-string: "Copyright AEC SYSTEMS 2022"
copyright-string: "Copyright AEC SYSTEMS 2023"
- zip-source:
target: <<parameters.target>>
outputdir: "output/unreal/<<parameters.target>>"
@@ -80,9 +81,6 @@ workflows:
marketplace-publish:
when: <<pipeline.parameters.marketplace-deploy>>
jobs:
- generate-source-zip:
name: "Generate Source Archive UE4.26"
target: "4.26"
- generate-source-zip:
name: "Generate Source Archive UE4.27"
target: "4.27"
@@ -98,7 +96,6 @@ workflows:
- hold:
type: approval
requires:
- "Generate Source Archive UE4.26"
- "Generate Source Archive UE4.27"
- "Generate Source Archive UE5.0"
- "Generate Source Archive UE5.1"
@@ -107,4 +104,4 @@ workflows:
name: "Deploy to marketplace"
context: do-spaces-speckle-releases
requires:
- hold
- hold
-6
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@@ -1,6 +0,0 @@
.gitattributes export-ignore
.github/* export-ignore
.circleci/* export-ignore
.circleci/ export-ignore
.pluginconfig/* export-ignore
LICENSE export-ignore
-42
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@@ -1,42 +0,0 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.15.0",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
"CreatedBy": "Speckle",
"CreatedByURL": "https://speckle.systems/",
"DocsURL": "https://github.com/specklesystems/speckle-unreal",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/98770ce9d4f143de8dd7882a707a6f81",
"SupportURL": "https://speckle.community/",
"CanContainContent": true,
"IsBetaVersion": true,
"IsExperimentalVersion": false,
"Installed": false,
"EngineVersion": "4.26",
"Modules": [
{
"Name": "SpeckleUnreal",
"Type": "Runtime",
"LoadingPhase": "Default",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
},
{
"Name": "SpeckleUnrealEditor",
"Type": "Editor",
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [ "Win64", "Linux", "Mac" ]
}
],
"Plugins": [
{
"Name": "ProceduralMeshComponent",
"Enabled": true
},
{
"Name": "LidarPointCloud",
"Enabled": true
}
]
}
+1 -1
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@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.15.0",
"VersionName": "2.15.1",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
+1 -1
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@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.15.0",
"VersionName": "2.15.1",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
+1 -1
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@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.15.0",
"VersionName": "2.15.1",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
+1 -1
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@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.15.0",
"VersionName": "2.15.1",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",
Binary file not shown.
@@ -1,4 +1,4 @@
#include "Objects/Other/RevitInstance.h"
#include "LogSpeckle.h"
@@ -215,7 +215,7 @@ void UReceiveSelectionComponent::UpdateStreams()
if(!IsAccountValid || bManualMode) return;
const FString LogName(__FUNCTION__);
const FString Payload = FString::Printf(TEXT("{\"query\": \"query{user{id streams(limit: %d){items{id name}}}}\"}"), Limit);
const FString Payload = FString::Printf(TEXT("{\"query\": \"query{activeUser{id streams(limit: %d){items{id name}}}}\"}"), Limit);
//Response Handling
auto OnComplete = [&](const FString& ResponseJson)
@@ -253,7 +253,7 @@ void UReceiveSelectionComponent::UpdateStreams()
FErrorDelegate ErrorDelegate;
ErrorDelegate.BindStatic(LogError, LogName);
FClientAPI::MakeGraphQLRequest(ServerUrl, AuthToken, "user", Payload, LogName, CompleteDelegate, ErrorDelegate);
FClientAPI::MakeGraphQLRequest(ServerUrl, AuthToken, "activeUser", Payload, LogName, CompleteDelegate, ErrorDelegate);
}
@@ -32,6 +32,9 @@ struct FSpeckleUser
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Avatar;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
bool Verified;
UPROPERTY(BlueprintReadWrite, Category="Speckle|API Models")
FString Role;
@@ -1,4 +1,4 @@
#pragma once
#include "CoreMinimal.h"
@@ -1,4 +1,4 @@
#pragma once
#include "CoreMinimal.h"
+1 -1
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@@ -15,7 +15,7 @@ public class SpeckleUnreal : ModuleRules
//
// bUseUnity = false;
PublicDefinitions.Add("SPECKLE_CONNECTOR_VERSION=\"2.15.0\"");
PublicDefinitions.Add("SPECKLE_CONNECTOR_VERSION=\"2.15.1\"");
PublicIncludePaths.AddRange(
new string[] {
+1 -1
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@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.15.0",
"VersionName": "2.15.1",
"FriendlyName": "Speckle Unreal",
"Description": "Speckle is an open source data platform for Architecture, Engineering, and Construction. It has been open sourced under the Apache License 2.0, is customizable, and available in the cloud or via a self-hosted server. It allows users to exchange data between various AEC modelling and content creation platforms.",
"Category": "AEC",