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Danny

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  1. Just hit the same issue. Global lock doesn't seem very useful and has a fundamental flaw of not actually preventing conflicts between branches (until "traveling locks" are implemented). We were also planning on branching one way and never merging back at some point, for porting reasons. "Traveling locks" might make that impossible. I suppose we'll look into pushing the branch to a different repo, but it is always nice to have the option to merge later, in case we didn't plan ahead perfectly. Ideally locking would be branch specific. For our use case, I'd rather have merge conflicts that I manually resolve for binary files than global locking. Locking is nice for our main branch for day to day work, though. thanks
  2. This is urgent for us, we are delivering our game right now. Could someone check if they have a connection? Is there a place to check server status? thank you,
  3. I move in Unity but I turned the plugin off temporarily because it really slows down editing a prefab. I can plan my moves more carefully, no big deal. I work sloppy and fast sometimes, probably not a good practice thanks!
  4. Cool thanks! move detection had false positives on some of my png files (I've attached one of them below). Can I disable for binaries entirely? It would be nice if I could do the 'auto detect move' function on demand (from the right click context menu) for only selected files
  5. The automatic move detect has not worked well for me so I disabled it. I'm wondering if there is a way I can manually select a delete/add pair of files and specify that it is actually a move operation? thanks,
  6. Select them, right click, and press "Apply Local Changes"
  7. bump, I just ran into this for lots of files, quite painful
  8. I can't move these to another changelist and I can't seem to figure out how to check them all out (without navigating to each one), any ideas? thanks
  9. nice the user/appdata/local one worked, but the global repo config didn't seem to work. Does the global config repo not work in cloud? https://www.plasticscm.com/documentation/administration/plastic-scm-version-control-administrator-guide#Globalfileconfiguration
  10. I changed my project from binary serialization to 'forced text'. All my assets are now text. Based on the error message "Changing the revision type is not currently available in the cloud server", it seems my only option is the start a new cloud repo, is this correct? thanks
  11. thanks! I've been using Plastic for a few days now and really liking it. Are there any plans to add organizing pending changes into groups (like perforce's changelists) and shelving for the individual pending changelist?
  12. thanks, I think the Unity Plastic SCM plugin is explicitly checking out the .asset or something. I've checked the option you described but the problem still exists any other options? thanks
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