Comments (9)
As a reference, Victor Yudin created saturn which automatically builds USD using Appveyor and looking at his latest commits he has been looking into Azure too.
Azure pipelines would be most interesting as it should be able to compile for Windows, Mac OS and Linux.
Potentially @VictorYudin can contribute.
from maya-usd.
+1 for Azure Pipelines
from maya-usd.
We have been running GitHub actions for some time now - https://github.com/Autodesk/maya-usd/actions. This allows preflight for every pull request to test against a number of platforms and Maya versions.
Every time we post a new release, we are uploading Maya 2020 and Maya 2022 binaries. We are not anticipating generating and post binaries for every merge we do to the 'dev' branch.
With that said, I'm closing this issue.
from maya-usd.
great idea
from maya-usd.
Can this issue be closed?
Azure pipelines would be most interesting as it should be able to compile for Windows, Mac OS and Linux.
Yes, Azure pipelines in particular is a good CI/DI system compare to the other ones out there. However, we won't be able to use it at all as this project has a dependency to the Maya binaries which we can't just deploy and use. We are currently exploring other possible solutions to the problem.
from maya-usd.
Can this issue be closed?
Has it been implemented, or it not going to be implemented?
from maya-usd.
Can this issue be closed?
Preferrably not if this helps us remind to have this as a set goal. If there's a way for automated releases to be pushed on e.g. "major/minor" tags in the near future that would be super helpful for quicker adoption of maya-usd and its updates by the less technically inclined crowd.
A big hurdle of course is also the dependency on USD itself. It raises the question of what version of USD specifically would you bundle with. Always the latest and greatest that works with the maya-usd branch?
from maya-usd.
Sounds good, we can keep it as a reminder.
from maya-usd.
FYI. We are actually testing PF for GitHub pull requests. More info will be available soon.
from maya-usd.
Related Issues (20)
- Allow for 1-to-1 shader translation HOT 1
- [EMSUSD-1276] Relative paths are not retained in mayaUsdProxyShape.filePath attributes HOT 2
- Merge Maya Edits to USD, when Skeletons are involved, ends up in an error HOT 5
- mayaUsdExport wrongly translates file texture names with envvar expansions.
- Ability to route prim metadata edits
- Importing files with explicit normals (in this case from CAD data) discards (or recomputes) normals HOT 1
- Improving referencing of materialX files HOT 2
- Pixar Light Colors Gama Corrected HOT 1
- Build script cannot detect a suitable python version HOT 12
- Accessing JobExportArgs "referenceObjectMode" or "exportRelativeTextures" from Python would cause Maya to crash HOT 1
- An issue with Qt while building HOT 1
- ufe.PathString.path returns incorrect path if given path starts with |world HOT 8
- manual usd export affects the presence of GeomSubsets in the file
- LookDevX crashing on connection break
- Hydra also loads render shaders which fills up the GPU memory
- Materials refresh too aggressively, causing lag HOT 2
- Material Import fails to set texture paths when shader inputs:file properties are connected HOT 3
- Duplicate Shape Node on Import HOT 1
- MayaUSD plugin load debugging HOT 3
- Append Flag/Prim Path Flag does not take into account transforms leading to the specified prim path HOT 2
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