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Xarbrough

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Xarbrough last won the day on September 8

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  1. I went over the tips and discovered that my issue may be some sort of more specific fluke. At first, nothing seemed to help, I just couldn't get my move detected. However, later, after I submitted the incorrect delete and add, I couldn't reproduce the original issue any longer, no matter which scenario I tried. However, the issue did happen a few times in the past, so I guess it must be something very specific. I'll post again, if I discover anything new.
  2. Thanks for the suggestions, I'll go through the tips to see if anything helps. The files shown in my screen shot haven't actually changed, I only moved them those asset files within Unity by multi-selecting them and dragging them into a new folder. The file content is still the same, but all files are also different from one another (their hashes should be different, in case this could also be causing issues).
  3. I often see plastic showing moved Unity assets as deleted and added instead of as moved. I then right-click on the moved file showing as added to open the "Search moved candidates" dialog. Here, no matter what I set for "Min similarity accepted", nothing shows in the list. What could be going on here? Plastic correctly detects Unity's .meta files as moved, but not the corresponding .asset files. I have text serialization enabled in Unity and also tried explicitly marking .asset files as binary in the filetypes.conf, but it doesn't fix the move detection. Also, it would be nice if I could manually fix these files if the auto detection fails. But I also guess this is what the "Search Matches" option should be doing, but apparently it has some issues.
  4. Hi Carlos, thanks for your response. I've invited your user to our organization Nementic. My team is on the paid Cloud plan. Should I send an email about this issue or where do we best continue our conversation? For the time being, we're using one of our working user accounts on two machines, but of course this is not ideal as the account name should reflect who the developer behind a commit is.
  5. My team is having problems connecting one of our members to our cloud organization. All other accounts work fine. We simply go through the client configuration wizard, then it first asks to login, which works even with the problematic user. It then says "correctly logged in to plasticscm.com" and let's us join our organization. So far everything seems to work fine. We then launch Gluon. However, now a popup appears asking to login again, which then fails despite using the same information as before. When I cancel the failing popup and check the Gluon preferences General tab, I can select "check credentials" which says "Invalid credentials". But the credentials are definitely correct (as mentioned, it worked during the first step and they also work when logging into the browser dashboard). The last few lines of the gluon.debug.log are attached. I've tried to delete or create a connection profile and also played around with the user profile, but nothing changed the invalid credentials message. I've then compared settings to one of the working setups on another machine and couldn't find any differences. Next, I tried the whole procedure using a different account on the same machine and everything worked. We then repeated all of the steps to confirm that it's not only fluke. Finally, I deleted the account that was causing problems and we created a brand new one with a new mail address, but now we have the same issue with this new account. Kind of looks as if we cannot add new accounts, but old ones still work. Any ideas how to debug this? gluon.debug.log
  6. Official recommendations are welcome, e.g. the definitive ignore.conf for Unity projects is a nice resource. However, I believe in the end I know better than the automated tool, so I'd also like this to be optional. Or instead, when creating a new repository, the wizard could offer a ignore.conf template to pick from, or similar, but this silent edit of the existing file is causing confusion in my team (for e.g. designers who do not normally deal with the ignore file).
  7. Xarbrough

    Unity Plugin

    I don't think you have to download anything. Simply install Unity and Plastic SCM (e.g. Cloud Edition), and then in the Unity Editor Project Settings for the Editor, set version control mode to Plastic SCM. This will enable the feature that draws icons on top of the assets in the Unity project window and lets you checkin file directly in Unity. As far as I know this is already bundled with the Unity installation. There's an Asset Store page titled Plastic SCM that looks like the official plugin, but in fact, the last time I opened it, it was simply an interactive installer for Plastic SCM.
  8. I'm trying to find useful information in the logs, but so far I only found: ERROR PlasticThread - Error when performing background operation: Object reference not set to an instance of an object. ERROR ExceptionHandler - [Application_ThreadException] Unexpected error: Object reference not set to an instance of an object. Also see the attached full log of the few seconds when the error showed. plastic-log.txt
  9. This is now also blocking functionality: On one of our machines, Gluon refuses to work (the popup "An unexpected error has occurred." shows and nothing updates in the workspace, for example. And the error also seems to prevent me from creating new repositories or connecting to a new repo via the client configuration wizard.
  10. Thanks for the info! Too bad, Gluon is one of the best features of the PlasticSCM toolset. I'm also looking into gmaster at the moment, which may be more accessible than the full Plastic GUI.
  11. I've tested GitSync with the full GUI and it worked nicely to connect to a git repository on GitHub.Does the same work with Gluon? I didn't find any documentation about it. It would be fine to configure GitSync via the full GUI and then switch over to Gluon to do checkin/checkout, but so far, Gluon only pushes to the local repository, but not GitHub. I've had similar problems with regular PlasticSCM repositories, when I switched between full GUI and Gluon. So, is GitSync supported with Gluon and how can I set it up?
  12. Sure! At first I searched for "Plastic SCM delete changeset" and similar things like "undo changeset" and quickly found this page: http://blog.plasticscm.com/2014/07/how-to-undo-merge.html There I learned about the subtractive merge feature, but it did not mention that I could apply it to a changeset interval on the blog. So, I continued the search for "Plastic SCM subtractive merge" and found this page via google: https://www.plasticscm.com/documentation/advanced-version-control-guide#subtractive-merge I read over the entire page and then re-read the section "Subtractive Merge" a few times. It explained nicely how to remove a single changeset, however I did not initially understand that I could apply this to an interval. Now, that I know about the feature it also seems obvious, because the previous section is "Interval Merge". However, as a beginner, the term "interval merge" did not sound like something I would need and I failed to make the connection that the interval can probably be used for most other operations. Maybe it could be made more clear with a small cross reference such as "to apply subtractive merge to a range of changesets see the section about interval merge" or something like that. I did not find any other pages about these features.
  13. After digging around on the forum for a bit, I found the following thread which seems to contain my answer: There, manu explains how to use "Subtractive merge from this changeset interval", which does what I need. I read about subtractive merge on the blog and on one of the documentation pages, but there the interval option was not mentioned, so I didn't know about it. After testing it on a dummy repository, I used it on our real repo and it worked great! PS: Maybe I'm failing at googling and reading the docs, but I still can't find the official documentation where it says that subtractive merge works on an interval, maybe that's something to add.
  14. Shortly before our last milestone delivery, we basically screwed up our project and committed it multiple times to the main branch. Normally, we would have used a task-branch and then would have simply abandoned it, but in this case, due to last-minute stress, our developers thought they could all fix it on main, so we ended up with this: Everything marked in red should be discarded (the entire changesets only contain follow-up on an earlier mistake). Due to panic-mode, we branched-off the earlier changeset where everything was still working and continued with a few working changes on the Milestone 02 branch. This milestone branch I would like to merge to main but without the changesets marked in red. I would also like to include the changeset on main right after the split into the other branch. What is the cleanest way of fixing this? I know about subtractive merge for a single changeset, but wouldn't I have to do it 6 times to remove all the red changesets here?
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