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jwvanderbeck

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Posts posted by jwvanderbeck

  1. Yes, what I am referring to is "How can I tell if there are changes in the remote copy of my workspace that I need to pull down".  Right now if there is a change to the workspace in the cloud, I see no way to tell that.  For example in Git, a `git status` command will tell you if you are "x commits behind" and most GUIs will show this info as well.

  2. Every single time I go to create a new task branch, none of my Jira tasks will show up in the dialog.  To fix it I have to go into preferences, go to Issue Trackers, click Test Connection, close the preferences, and then go create my task branch and now the Jira tasks will show up.

    Every single time I create a task branch I have to "refresh" the connection this way and it is extremely annoying.  Am I missing something?

  3. 58 minutes ago, Francisco said:

     Hello,

    Answering to your question:  What I am curious about though is if I want to hook my Plastic repo into one of these will that use a second user account from the Plastic side for billing purposes?  

    Anwser: Read-only accounts do not count as active users for billing purpose. For example, you may have a Continous Integration user account active in Plastic SCM, and you won't need to pay for that license as long as that "user" does read-only operations.  

    I hope this helps

    That's exceptional thanks!

    • Like 1
  4. When I used GitHub it was easy peasy for me to hook into several web based apps for issue tracking and project management.  Now that I am trying out Plastic I am also looking to see what my options are for hooking up there.  Sadly the system I am currently using doesn't support Plastic, so it looks like I'd have to probably use Jira (which I hate) or maybe YouTrack (which I am trying out right now on its own).  What I am curious about though is if I want to hook my Plastic repo into one of these will that use a second user account from the Plastic side for billing purposes?

  5. 2 hours ago, Guest Immu said:

    Hi,

    I've recently migrated from Unity Collaborate to Plastic SCM, which is highly performant and I like it a lot.

    I think I've mostly set it up right. But the sync with GIT seems to take forever (12gb project, 88 changesets so far). (still at 1% after 20 minutes). Any logic behaviour behind that?
    Also, is there any talk in progress with Unity to add PlasticScm provider directly in the cloud build ?

     

    Thanks

    I set this up the other day and the first sync took FOREVER, with very little UI feedback which was bad.  I just let it run and it finally finished.  After that first sync however, subsequent syncs have been fast.

    As an aside I have to admit I actually kind of like this workflow with the extra step because now I don't get builds running constantly just because I changed one little thing.  The sync to GitLab is an explicit step that confirms I want a build of this state to happen.  I kind of like that :)

  6. In git, I could do a `git status` to see if the local state was behind the remote state.  In Plastic GUI there is the Update Workspace button in the workspace explorer, but that button appears to ALWAYS be present regardless of if the workspace is out of date or not which is actually rather frustrating (I'm one of those people who HAS to have every email marked as read).  Given that the button is always present, how can I actually know if the workspace is up to date or not?

  7. Ok so I looked into this more.  All of the "matched" files are binary so I don't entirely know what algorithm Plastic is using to match them up but I did find that the file sizes are very similar.  Is it only using this?  That would be disturbing.

    I reverted everything, then went to work on figuring out why the ignore.conf wasn't working.  Quite simply because it didn't exist.  Having set it up on another machine I would have thought it would be committed to the repo and apply to other machines tht checked out the same project but I guess not.  I added the conf manually on that machine, and then redid the process and this time it worked fine.

    So in this case problem resolved, but I do have worries about how Plastic is apparently trying to match up files.  If it is solely based on file size like it appears that seems very likely to get false positives like this.  I would have expected something more robust like at least a fast checksum or hash.

  8. 1. The issue of the ignore.conf is something I needed to look at.  I actually did configure one for the project on another machine so I' not sure why it isn't taking effect on this one.  

    2. I only deleted that one folder, I did not add new files, however with Unity files often get updated and what not in the Library folder.

    However it happened, it seems seriously odd to me that Plastic considers these files to be similar enough to be the same thing when they are completely different files.

    I'm pretty much always going to be modify files outside of Plastic so if that is going to be a larger problem than that is a concern for me.

    I will look into the specific files as requested when I get int o work in about an hour, but I know they are not the same files.

  9. I am currently evaluating PlasticSCM as an option to switch from Git with GitHub.  I am a team of one, mostly puttering around on my own projects that often never get finished so I don't want to spend more money on source control than I have to.  I currently pay $5 a month for 50GB on GitHub.  I was looking at the free personal edition of Plastic along with 15gb of cloud for $4.95 which would give me less space, but is probably enough.

    However, if I am reading the comparison correct, this would NOT give me access to the plugin inside Unity right?  It looks like to do that I would need a team license, plus additional cloud storage (because I don't think 5gb is enough) so $6.95+$4.95 or basically $7 a month more to have the Unity plugin?

    How well does Plastic work with Unity projects (and the intricacies of them) without the plugin?  Already after just a day of setting things up in Plastic I have run into concerns and issues that make it look like Plastic isn't handling the project properly on its own, so I am wondering if the plugin is a requirement to using Unity properly.

  10. Migrating from Git to Plastic for a Unity project.  As I didn't use Git anymore, I deleted the Github for Unity plugin folder from my Unity project and the resulting changeset from Plastic in the GUI looks completely wrong.  Basically it seems to think I moved files but the files it is connecting up to are completely wrong. 

    All I did was delete the directory Assets/Plugin/GitHub (along with all the files and subdirs in it of course)

    How can I fix this? I haven't commited my changes yet.

    2010075231_Screenshot2019-10-1612_12_32.thumb.png.abc68c94e422374250eacb8283806471.png

  11. I just wasted a good half hour of my time, extremely frustrated because of the forum sign up.  It wanted me to prove I was human by entering the "Current Major Version number of PlasticSCM" but nothing I gave it based on the knowledge I had seemed to work.  After a good half hour of searching for the answer and trying various things I gave up, then later came back and got asked a different question.  If I had known I could have gotten a different question I would have done that straight away but anyway, point is why the heck do you ask a question that can't be easily answered? It was so infuriating!

    According to the Download page, and the About PlasticSCM in the mac app, the current version is 8.0.16.3626 but no variation of that, or 8, or 8.0, or ANYTHING would work.

     

    Arg.  Drove me nuts.

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