We are excited to release v1.2 of our integrations. This release includes a whole new desktop v2 engine which runs inside of the new Shotgun Create application, updates to the publisher app, as well as a number of improved features and bug fixes.
Desktop v2 engine
Our configurations have been updated to include a new Desktop v2 engine. The Desktop v2 Engine is the engine which runs inside of the Shotgun Create application. It handles DCC launching from Shotgun Create, as well as from the Shotgun web application via browser integration. You can read more about this new engine here.
Introduced the publish_user property on items. The new publish_user property on publish items can be used to override the user resolution logic from sgtk.util.register_publish. One use for this would be on a render farm to register a publish with the user who submitted the job and not the script user running the job. You can read more about this new property here.
- Allowed support for launching folders from a `PublishedFile` entity. It will attempt to open the folder and highlight the file. [SG-6302]
- Added the external configuration management API in the shotgunutils framework. It contains classes and methods for doing inspection of external environments. [SG-9253]
- There was a regression introduced in tk-core v0.18.158 where tank validate command no longer worked. This fix ensures tank validate command is working as expected. [SG-9978]
- There was an issue in the publish2 app that prevented templates to be serialized. This fix ensures that templates can be successfully serialized. [SG-9679]
Official support for MotionBuilder 2019, added a new github_release descriptor, as well as a number of improved features and bug fixes, including:
- Fixed a slow startup issue with Houdini 17 on Windows, and
- Fixed a QuickTime preview generation issue in Hiero/Nuke Studio.
- Fixed a slow startup issue with Houdini 17.0.506 + on Windows. [SG-11269]
- Fixed a QuickTime preview generation issue in Hiero/Nuke Studio version 10.5 or above, where if you attempted to do a Shotgun export and your output was something other than a .mov file, then it would not generate the preview QuickTime output and upload it. [SG-4579]
- Fixed a Photoshop CC regression in export_as_jpeg introduced in v1.7.1, which caused generate_thumbnail to fail. A big thanks to Dmitriy Agafonov for his contribution to this bug fix. [SG-11929]
- Fixed an issue where there was an error trying to display the error menu in Nuke Studio. [SG-11232]
- The automatic context switching callbacks are no longer initialized outside of the main engine code. This means you can now bootstrap the nuke engine without having to initialize the callbacks separately. A big thanks to Alexis Oblet for his contribution to this bug fix. [SG-9835]
- Fixed an issue in Nuke, where the Shotgun panel app wasn’t updated correctly after opening or saving a file through Nuke’s menu. The automatic context switching now uses the engine.context_change method to switch contexts when an instantiated engine is available. [SG-9836]
- Fixed an issue in Nuke, where the engine didn’t respect that different config environments might have different states of true or false for automatic context switching. This fix ensures that you can go from an environment with it set to True to an environment with it set to False or vice versa, and it will behave accordingly. [SG-9833]
- Fixed an issue in tk-nuke-writenode where the path and profiles gets incorrectly updated in the newly opened script after the context changed due to the engine’s file automatic context switching. [SG-11834]
New integration for Adobe After Effects, as well as a number of improved features and bug fixes, including:
- Resolved an issue where placeholder thumbnails were never replaced in the activity stream widget, and
- Simplified window parenting logic for modern 3ds Max versions.
After Effects Integration
The Shotgun engine for After Effects contains a standard platform for integrating the Shotgun Pipeline Toolkit apps into After Effects. Once installed, it allows you to run the same apps that you have in Maya, Nuke, Photoshop, and other applications. The full API is exposed to app developers, which means that you can rapidly build After Effects functionality using Python and Qt without having to compile anything or understand the details of how to build and deploy a After Effects plugin.
This integration also includes a new framework for RPC and extension management for the Adobe product ecosystem.
- Improved the description in the Publish2 documentation for the get_ui_settings method.
- Simplified window parenting logic for modern 3ds Max versions.
- Fixed an issue where placeholder thumbnails were never replaced in the activity stream widget. [SG-10692]
- Fixed a QStandardItem issue for Qt 5.9.5. A big thanks to Ariel Calzada Solano for his contribution to this bug fix. [SG-10736]
Fixed a compatibility issue with 3ds Max 2019 update 3, updated the Python API to 3.0.39, as well as a number of improved features and bug fixes, including:
- Resolved an issue with Shotgun Create on Windows where user name comparisons could fail due to case sensitivity, and
- Moved some internal version computation logic of the breakdown app into a new hook.
- Fixed a compatibility issue with 3ds Max 2019 update 3. [SG-10115]
- Fixed a Windows-specific issue in Shotgun Create where user name comparisons could fail due to case sensitivity. [SG-10799]
- Fixed a PyQt5 incompatibility issue in the Workfiles2 app. A big thanks to Joseph Yu for his contribution to this bug fix. [SG-10466]
- Fixed a Windows-specific issue with Python that could result in an infinite loop. A big thanks to Barbara Laigneau, Charles Vidal and Elie François for their contribution to this bug fix. [SG-10167]
Official support for Houdini 17, Maya 2019, Photoshop CC 2019 and Nuke 11.3, as well as a number of improved features and bug fixes, including:
- Resolved an issue with window parenting on OSX in Maya, and
- Resolved an issue with the automatic_context_switch in Maya.
- Fixed an issue where window parenting wasn’t behaving properly on OSX in Maya. This fix ensures that dialogs will no longer fall behind Maya when they lose focus. [SG-10146]
- Fixed an issue with the automatic_context_switch in Maya, where if you changed from an environment where automatic context switching was disabled to one where it was enabled then it would throw an error. This fix ensures we support that workflow. A big thanks to KP for his contribution to this bug fix. [SG-8612]
- Fixed an issue that prevented opening web links with the unified login. This fix ensures that we correctly handle web links and clicks. [SG-9864]
- Fixed a typo in the documentation for the base publish plugin. [SG-10026]