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  1. Hi Marc, In the next 1-3 months we should be releasing the first version of our new multiplatform GUI and it should also include the dark theme. Sorry for the inconveneinces again, Carlos.
    2 points
  2. Hi! Thank you for the feedback on this. To build on the reply from @ollieblanks, we are currently working on addressing this. By default, the checkout will not be enforced. There will still be an option to enable the "forced checkout of Unity assets", but it will not be the default behavior anymore. This will be released in an upcoming version after we complete the move of the plugin to the Unity Package Manager. Please feel free to share more feedback on your experience with Plastic SCM for Unity with us!
    2 points
  3. Hi, We are working a new multiplatform GUI. It should ease the development of a modern dark theme taht works both for Windows, macOS and Linux. Hopefully we have good new soon. I'm sharing your request with the product team. Regards, Carlos.
    2 points
  4. A new coworker of mine had this problem too. They had the wrong encryption key. Everything is starting to work correctly after we entered the correct encryption key.
    2 points
  5. Yes Yes, just make sure ignore.conf isn't confifured to ignore itself and everybody will have the same settings. Glad I could help.
    2 points
  6. Hello, Have you manually moved the "client.conf" to this path? By default, it shouldn't be there. Anyway, assigning the necessary permissions to the file should prevent this error to happen. Regards, Carlos.
    2 points
  7. Got it! I created the jet.conf file and changed the basepath. The repo is now on the drive I want it to. Thanks for the help Carlos. Best Regards Marco Muschiol
    1 point
  8. Ignore this post, I decided to change to Ubuntu and and use an official version. Because I'm a Linux Noob... ;D
    1 point
  9. Hi Marco, You can download binaries for the last Plastic SCM version (NET Core server for Linux) in the following link: https://www.plasticscm.com/download/10.0.16.6112/plasticscm/linux/servernetcore Regards, Carlos.
    1 point
  10. I've fixed this problem by myself. Thanks anyway.
    1 point
  11. Hi Carlos, Thanks for the reply. I managed to figure out what I was doing wrong in the end it was a bit of a facepalm moment. I said this before: That part was incorrect as the missing step was running "Update Workspace" - it just wasn't in the location I was expecting. The reason for this is that I have only pressed Update workspace for my cloud repos in the Incoming Changes tab after clicking on View in the green box that appears in the gui when there are changes. However I never use that option in my usual distributed workflow and wasn't aware it was even available. My usual workflow would be to push/pull in the sync view when syncing with the cloud repo and interact with the branch explorer at other times. It was only when I noticed the "Update Workspace" button in the Workspace Explorer tab that I realised that was available here too. Clicking that resolved the issues as expected. The documentation I linked doesn't explicitly mention that the Update Workspace button is located on the Workspace Explorer view although it probably does infer it with the screenshot - crucially the screenshot doesn't show the Update Workspace button there though! It might be nice just to make that part of the documentation a little clearer but hopefully this explanation helps anyone else who's confused by that. Thanks! Tom
    1 point
  12. That solved the problem. Thanks a lot!
    1 point
  13. Hi, Thanks for reaching out. The plugin has now been removed from the store and been replaced by the Version Control package, please see here for more details.
    1 point
  14. Hi, This might be happening because your machine is not allowing the new installer to be launched by plastic. You can go to https://www.plasticscm.com/download get the .exe to the last version and execute it, this will preserve all your client configuration and upgrade the client. Regards, Rafael. PlasticSCM Support Team
    1 point
  15. If you are happy to just use the features from Gluon (so you will not do any branching/merging) then you can put all your stuff into a single repo, just like you speculate at the beginning. We made a turn-based strategy game in Unity. We really wanted to use task branches for the Unity project itself, but were concerned about repo size & workspace size, just like you. For that project, we kept all source assets in Google Drive, and the Unity project in Plastic. We used the full Plastic SCM client (not Gluon). Google Drive provided a simple way of sharing files. It provided a backup in case of catastrophic disk failure. The Plastic repo ended up at 85GB including history. Overall, this worked well for us. The main problems when using Google Drive for source assets are, 1) it is not obvious to users when synchronization is complete, and 2) it is cumbersome to look at history, 3) there is no linkage between "source asset version X" and "imported asset version X". We are now making larger FPS in Unreal. We still want to use task branches for the Unreal project. Our source asset collection is so large that if we were to put it in Plastic, we don't want to fetch all of it when getting latest. For this project, we keep all source assets in one Plastic repo, and the Unreal project in another repo. We use Gluon (with partial checkout) for the former repo, and Plastic SCM (using branches) for the latter repo. The source assets repo is currently at 650GB including history. A full checkout would be >100GB, but no-one does that. The Unreal project repo is currently at 300GB including history. A checkout is ~25GB. Overall, this works well for us. The main problem when using two separate repos are, there is no linkage between "source asset version X" and "imported asset version X", other than looking at timestamps. It does not cause us much trouble in practice. We are evaluating the Dynamic Workspaces feature. In the future, it may allow us to combine both repos into one, while still allowing us to use branch-based workflows, yet only requiring people to download the files that they access. It is not flexible enough for us yet; we need it to work on multiple OSes and possibly in Docker containers to satisfy our build system needs.
    1 point
  16. Ah, yes there was a second ignore.conf file in the AppData directory. Thank you!
    1 point
  17. Anything new about this feature? I tried to optimize the space but it basically require not to use version control for heavy files which is obviously not a solution.
    1 point
  18. Hi Alan, Thanks again for your feedback, regarding the plastic UI these changes will be soon implemented. About the Unity plugin, I will bring this to the Team and keep you updated. Regards, Rafael. PlasticSCM Support Team
    1 point
  19. Copying the *.conf files to the "client" binaries got me a bit further and allowed the test connection to come back success, although it didn't seem to be fully connecting. After some more poking around (I wish I could say what the solution was), everything now seems to be working correctly with the proxy server and TeamCity. Thanks for your help!
    1 point
  20. Hi Alan, Thanks for your feedback, I will share it with the Development Team. Regards, Rafael. PlasticSCM Support Team
    1 point
  21. I think I've explained myself incorrectly. When I say "my mergebot" I am not saying a Plastic SCM MergeBot instance, I mean my own mergebot (written by me). There is no error at all, but my mergebot received an exit code different from 0 even though the merge operation did succee. I am going to log the exit code and if it happens again, I will contact you back. Thank you!
    1 point
  22. Hi Galen, I'm sorry for the late reply. No, I'd say this is not the expected behavior. Let me share it with the team and double-check it. Best, Héber.
    1 point
  23. Hi Alan, For what I can see in your screenshots the changes are coming from the library, logs and temp folders, you might want to ignore the changes in those folders. You can check this ignore.conf guide for Unity: https://blog.plasticscm.com/2020/01/definitive-ignoreconf-for-unity-projects.html Let me know if this helps. Regards, Rafael Unity/PlasticSCM Support Team
    1 point
  24. Hi, It seems to be a problem with the "LibGit2Sharp" library. Do you have access to a Windows machine to try to sun the GitSync from a Windows client? Regards, Carlos.
    1 point
  25. Thanks for the update, and awesome that you are creating support for more different workflows!
    1 point
  26. To close the loop on this thread, Jason and I met and we found that Microsoft Teams was not accepting the payload graciously and causing all triggers to fail. Once we removed the offending trigger we were able to get others to execute properly. Thanks for your time troubleshooting Jason and good luck with the future!
    1 point
  27. Hi @Khaled, Unfortunately, I don't think you can add two statuses to the Enable plastic branch filtering field, but you can use a cm find branch query as a filter. For example you enter the below into the field... where attribute='status' and attrvalue='resolved' and attribute='platform' and attrvalue='ios' Alternatively, if you have a naming convention on your branches you could do something like this... where attribute='stage' and attrvalue='done' and name like 'ios-%' For more information on the cm find query, please see here. Hope this helps!
    1 point
  28. Carlos, I didn't know that was there.....my bad. Just using the one in there seemed to fix my issues and I'm now able to connect to the server. I've re-created it several times and its working as expected again. Thanks for your help with this. -Justin
    1 point
  29. Hi, This problem occurs when the client cannot reach the server. Can you check if the local server service is up and running? If it is, can you delete the cloudregions.conf file under "C:\Users\youruser\AppData\Local\plastic4"? Best, Héber.
    1 point
  30. A list of locked items in the GUI would be very nice indeed, including some filtering options. We now use a small program wrapping the command line to an artist-friendlier interface to allow to easily check who has which locks and filtering locks by asset name or path.
    1 point
  31. My team can't connect to the servers. How can I check the server status? It would be nice if there was a popup in-application, or place online (even like twitter) where we could get confirmation that the servers are down, and the expected time for them to be back up.
    1 point
  32. Was just coming here to post this - the server status is not reflecting the connection issue we are having 😬 Server outages happen, not too upset about that personally (never had a problem before in the past 6+ months), but having no idea if its going to be fixed today, tomorrow, or next week makes it difficult to make plans with my team. (Also for anyone else having issues, it seems like the server will drop for ~30 minutes and then come back online for a while - it hasn't been completely down for me for longer than like 30 or 45 minutes at a time)
    1 point
  33. Hi, We already support Unity ID users and we may support other login possibilites in the future. But if you use "plasticscm.com" users for the login, it will still depend on the web. Regards, Carlos.
    1 point
  34. Hi,We have unpublished the latest version due to the issue with the certificate. We will address this problem and publish a new one as soon as possible.For now, you can download the previous release (5344) from here:https://www.plasticscm.com/downloadThank you for reporting it. Regards, Carlos.
    1 point
  35. I got this working by filtering on the server based on the request's form data, so this is not an issue anymore.
    1 point
  36. Just to report that I installed 5242 and this bug does appear to be fixed. Thanks!
    1 point
  37. Well , I made a clean upload of the project through Plastic SCM unity plugin , in a new repository
    1 point
  38. I don't know the exact answer to these questions but I can add my experience - since we used the "Unity Collaborate -> Plastic SCM" migration tool, our Client.Conf for our Windows PCs was automatically configured (for the most part). In the Preferences -> Merge Tools window it shows ".unity;.prefab" as a single entry using "MULTIPLE_TOOLS". Here is a copy of just the <MergeTools> section of my client.conf, it has one entry for both ".prefab;.unity": <MergeTools> <MergeToolData> <FileExtensions>.doc;.docx</FileExtensions> <Tools> <string>"C:\Program Files\PlasticSCM5\client\diffscripts\merge-doc.exe" "@destinationfile" "@sourcefile" "@output"</string> </Tools> </MergeToolData> <MergeToolData> <FileExtensions>.prefab;.unity</FileExtensions> <Tools> <string>"C:\Program Files\Unity\Hub\Editor\2020.2.0f1\Editor\Data\Tools\UnityYAMLMerge.exe" merge -p "@basefile" "@sourcefile" "@destinationfile" "@output"</string> <string>mergetool -b="@basefile" -bn="@basesymbolic" -bh="@basehash" -s="@sourcefile" -sn="@sourcesymbolic" -sh="@sourcehash" -d="@destinationfile" -dh="@destinationhash" -a -r="@output" -t="@filetype" -i="@comparationmethod" -e="@fileencoding" -m="@mergetype" -re="@resultencoding" --progress="@progress" --extrainfofile="@extrainfofile"</string> </Tools> </MergeToolData> <MergeToolData> <FileExtensions>.meta</FileExtensions> <Tools> <string>mergetool -b="@basefile" -bn="@basesymbolic" -bh="@basehash" -s="@sourcefile" -sn="@sourcesymbolic" -sh="@sourcehash" -d="@destinationfile" -dh="@destinationhash" -a -r="@output" -t="@filetype" -i="@comparationmethod" -e="@fileencoding" -m="@mergetype" -re="@resultencoding" --progress="@progress" --extrainfofile="@extrainfofile"</string> </Tools> </MergeToolData> <MergeToolData> <FileType>enTextFile</FileType> <FileExtensions>*</FileExtensions> <Tools> <string>mergetool -b="@basefile" -bn="@basesymbolic" -bh="@basehash" -s="@sourcefile" -sn="@sourcesymbolic" -sh="@sourcehash" -d="@destinationfile" -dh="@destinationhash" -a -r="@output" -t="@filetype" -i="@comparationmethod" -e="@fileencoding" -m="@mergetype" -re="@resultencoding" --progress="@progress" --extrainfofile="@extrainfofile"</string> </Tools> </MergeToolData> <MergeToolData> <FileType>enBinaryFile</FileType> <FileExtensions>*</FileExtensions> <Tools> <string>binmergetool -b="@basefile" -bn="@basesymbolic" -bh="@basehash" -s="@sourcefile" -sn="@sourcesymbolic" -sh="@sourcehash" -d="@destinationfile" -dh="@destinationhash" -a -r="@output" -m="@mergetype"</string> </Tools> </MergeToolData> </MergeTools> (As discussed previously in this thread) The MergeTool entry for ".unity;.prefab" is pointing to the old/incorrect place that Unity used to store the UnityYAMLMerge.exe. So you have to point it at the new file location within your specific unity-version folder. My guess would be that the YAMLMerge tool probably doesn't change much from version-to-version, but maybe *if* they were to add some new functionality to Unity they would then need to update the merge tool so it properly handles that new functionality? And that might be why its now "version-dependant"? Just a guess, still doesn't make it any easier for us, but I see why they would do it that way. One of our team members is using a Mac, and although we used the same migration tool for him to sign up and download the repository, he did not have any special MergeTool settings. I believe his was what I'm guessing is the default setup for Plastic (he only had an entry for $text), so we had to configure things for him. There are differences in what tools are available from Plastic for people using a Mac - I'm about to make a new post about it here on the forums (Edit: here is the link -
    1 point
  39. turns out it was a dumb user fault. most of the time the gmail email addresses have a dot in between their first and last name. in this case there was none, but we put one in there.... god.. but thx for the help!
    1 point
  40. Hi, Your upload speed to the cloud datacenter is pretty slow (2,79 Mbps). I've ran the same test: cm iostats QuakeDemo@cloud --nettotalmb=128 Performing network tests with server: QuakeDemo@cloud. Please wait... Upload speed = 119.81 Mbps. Time uploading 128MB = 8547ms. Server: QuakeDemo@cloud We have detected some issues when performing big checkins from slow networks but the behavior should be the same via GUI than CLI. If the issue happens again, let's try with this parameter: <UploadReadPoolSize>1</UploadReadPoolSize> Regards, Carlos.
    1 point
  41. Hi, By default, the permissions defined at the server level are inheritted to the repos. This way, you can define a template to be applyed in all of them. If any specific repo require custom permissions, you will need to manually configure the permissions in these repos one by one. In the security guide we explain some user cases: https://www.plasticscm.com/documentation/security/plastic-scm-version-control-security-guide Note that you can set the permissions neither allowed nor denied at the server level and then explicitly allow them in the repository level for some specific repos. Regards, Carlos.
    1 point
  42. (quote trimmed) This does help, and I thank you. I think I have the information I need to move forward, and I'll take the legal discussion to the other venue as requested by Francisco. You've answered all the technical/account questions I had, and I appreciate the thorough coverage of the issues. The command line account-switching technique you use will probably work for me as well, and I will go re-read the applicable documentation now that you've given me a better contextual framework to interpret what I'm reading. I am not at all averse to RTFMing, but sometimes "the documentation makes more sense once you understand the software", as they say. Have an excellent day!
    1 point
  43. Hey Scott, Regarding the EULA, I can assure you that Codice or Unity would never use anything for publicity purposes without given consent. I understand this is nice to know but does not directly address your legality concerns. Please refer to my colleague Francisco's comment above regarding this matter. Regarding your other queries. Please see direct responses to your questions below... Yes, you can create another Plastic SCM account with another email address without linking it to a Unity ID. The Plastic SCM client does remember your credentials, but multiple connection profiles can be set up for different Cloud Organizations/Projects. Additionally, the client can be completely reconfigured to use another set of credentials at any time by running plastic --configure command from command line. This is what I do with my work and personal accounts! Whether or not you link your Plastic SCM and Unity accounts is completely up to you. There are no real advantages or disadvantages either way. As time goes on there is likely to be further Unity ID integration efforts made, but we would never leave our non-Unity users out in the cold! Hope that helps.
    1 point
  44. Plastic global config is compatible with the cloud and I think it's the easiest way to share this configuration with all the team members. As soon as user opens the Plastic client, it will try to download the global config. Regards, Carlos.
    1 point
  45. Hi Kristof, Sure! Let me share it with the team and try to fit it in our roadmap. Best, Héber.
    1 point
  46. Hello, Roadmap is currently being discussed. Locking across branches is being discussed and it is something we are planning to work on eventually. But I cannot tell you when right now (it was originally planned for 2022, there are now talks of 2021). I'm afraid we cannot tell you the specific timeframe yet, but I can tell you we are looking at where to fit it in the plans. Sorry for the inconvenicnes, Carlos.
    1 point
  47. Hi, We are already handling this request through a support ticket. Once it is solved we will update this thread. Best, Héber.
    1 point
  48. Hi, We normally keep the databases a few days (so you can recover a deleted cloud repo) but after a week the usage value will be refreshed and the databases fully removed. Regards, Carlos.
    1 point
  49. I was missing something that I didn't catch in the documentation. For others that find this, near the bottom of https://www.plasticscm.com/documentation/extensions/plastic-scm-version-control-task-and-issue-tracking-guide#Jiraintegration there is an important note: If you use Jira Cloud, the User name must be the email address of the account, and the Password must be an API token. You can find out how to generate API tokens for your Atlassian Cloud account in their official documentation.
    1 point
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