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Wouter

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  1. I'm just gonna drop this here as well so people coming here can also vote for it: https://plasticscm.uservoice.com/forums/15467-general/suggestions/37148053-go-ahead-and-implement-traveling-locks
  2. Any news on this topic, is it backlogged or should we still expect it some day?
  3. @psantosl Can you provide an update on this topic? It's still a big drawback on our workflow using Plastic and often creates situations where work gets lost because the changes in another branch are not taken into account and are overwritten.
  4. @calbzam We just found out that locks are actually affecting other repositories where the files got pushed to. The locks created in the main repository as well as the 'child repository' (where we push our changes to) share the same identifier (seen in cm listlocks). Even though the listlocks command shows the repository a lock belongs to, Plastic doesn't use that information when handling locks or creating their identifiers. Ideally these identifiers would be repository-and branch-specific.
  5. Hi, First of, some of the artists are using gluon, although most are using the classic UI because it gives a more detailed view (which is handy IF you understand it). Secondly the single branch workflow is working out very well for us indeed. Pushing our branch to a new repository and pulling it in again every time we need to update it will indeed work in our use case since we don't want to merge later on. Though I find it hard to believe that this isn't a fairly common use case. Even building for different platforms might need changes in settings, shaders and sometimes even logic.
  6. Hi We are currently working on a project in UE4 using Plastic as our main (and only) source control solution. Since files from Unreal Engine cannot be merged, we are using exclusive checkouts most files. It happens quite often that we want to test some features or create a slightly divergent version of the project for a demo. The issue we experience is that doing version control for these branches gets quite annoying. Even though the exclusive checkouts work on a branch basis to check if you have the latest version, it's impossible to checkout or push a file that's already checked
  7. We are making a project in UE4.23 and use Plastic Scm as source control. We recently synced the workspace to a new computer but this introduced some weird behavior. Plastic always shows one file that is 'controlled' as if it was just created on the client (and on the client it shows up as private). However, when trying to push this file. We get an error message saying that the file already exists (which it does). When we delete the local file in order to get it out of the pending changes tab and update our workspace again to try and get the online controlled version, it reappears as
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