Thu, 28 Feb 2013 14:51:59 +0100 merge with stable
Mads Kiilerich <madski@unity3d.com> [Thu, 28 Feb 2013 14:51:59 +0100] rev 18731
merge with stable
Thu, 28 Feb 2013 13:55:00 +0100 templatefilters: add missing import of _ stable
Mads Kiilerich <madski@unity3d.com> [Thu, 28 Feb 2013 13:55:00 +0100] rev 18730
templatefilters: add missing import of _
Thu, 28 Feb 2013 13:45:18 +0100 largefiles: updatelfiles should use working dir standins, not standins from p1 stable
Mads Kiilerich <madski@unity3d.com> [Thu, 28 Feb 2013 13:45:18 +0100] rev 18729
largefiles: updatelfiles should use working dir standins, not standins from p1 This makes a difference when working directory is dirty, especially when merging with a revision for which we don't have largefiles.
Thu, 28 Feb 2013 13:45:18 +0100 largefiles: simplify cachelfiles - don't spend a lot of time checking hashes stable
Mads Kiilerich <madski@unity3d.com> [Thu, 28 Feb 2013 13:45:18 +0100] rev 18728
largefiles: simplify cachelfiles - don't spend a lot of time checking hashes cachelfiles jumped through loops to handle merges and modified files ... but it did apparently no longer have a valid reason to do so. It should just always make sure that the largefiles referenced from the standins are present - no matter which actual largefile is stored in the working directory. If there is no standin then there is nothing to fetch. The old code usually verified the hash of all largefiles every time this function was invoked - for examply by 'update'. This change makes a trivial noop update 5-10 seconds faster on our repo (with the other 50% spent doing another unnecessary hashing of all largefiles).
Thu, 28 Feb 2013 13:45:18 +0100 largefiles: don't let update leave wrong largefiles in wd if fetch fails stable
Mads Kiilerich <madski@unity3d.com> [Thu, 28 Feb 2013 13:45:18 +0100] rev 18727
largefiles: don't let update leave wrong largefiles in wd if fetch fails Situations where a largefile for some reason wasn't available sometimes caused wrong largefile content and state. It has mostly been seen when interrupting download of largefiles ... and when introducing programming errors. Instead we now make sure to delete the old and wrong largefile. A missing file is a well-known error condition and much more reasonable way to handle the situation.
Thu, 28 Feb 2013 13:45:18 +0100 largefiles: missing largefiles should not be committed as removed stable
Mads Kiilerich <madski@unity3d.com> [Thu, 28 Feb 2013 13:45:18 +0100] rev 18726
largefiles: missing largefiles should not be committed as removed Largefiles can easily become missing - for example if it simply isn't available or the download fail. It might even be convenient to be able to work that way in some cases. But commiting missing largefiles as if they had been 'hg remove'd is plain wrong.
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