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Meceka

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  1. What happened: My colleagues plastic stopped working with Unity, also when launching the Plastic SCM GUI it always hangs. It gets stuck on the "Workspace Explorer" view. After around 20 minutes Plastic finally showed the workspace explorer, which wasn't giving a correct input and was very slow. (I didn't take a screenshot but there were many Assets folders there, and in project of course there should just one. I also doubled checked and yes there is also physically just one in the project folder) I switched to Pending Changes view and in the screenshot below you can see how it looks. Almost all of the project files switched to "Private". And Unity version control window fails with this error; Version Control: UpdateSettings: PlasticSCM : An error occurred processing the request. No more information is available. Please check the logs to get more information. I also attached the logs in the appdata folder. Plastic Osman logs.rar
  2. Hello, after the new version with Discord integration (9.0.16.5128) I tried it with the cloud. https://www.plasticscm.com/download/releasenotes This is the command I used cm tr mk after-checkin NotifyTeam "webtrigger https://discord.com/api/webhooks/****" --server=organization@cloud It successfully adds the trigger but my colleague tested checkin with non-distributed setup and it in Discord it didn't work. I work distributed, and I tested the same code but with local; cm tr mk after-checkin NotifyTeam "webtrigger https://discord.com/api/webhooks/****" --server=repository@local This works. But because my colleague doesn't have a local server this only sends notification to the channel when I checkin to my cloned local server. And I don't get any notifications when he checks in to cloud, or when I synchronise with cloud. Is Discord integration not yet supported with cloud? Or am I doing something wrong? Thanks, Mehmet
  3. I am also interested to hear updates about this. It's almost been a year since you said that you could be working on it soon.
  4. Hello. All 3 of our development devices have a fast SSD and a HDD (or slow SSD) and we always used symlink to move databases to secondary drives to save space in primary drive. We didn't have any problem because of that. But of course I would prefer a native support.
  5. Hi Carlos, I would also ask a way to get rid of deleted assets that take space in the database. For example textures that are deleted in 2018 still take space in the database including their revisions. We should be given a choice to get rid of them and their revisions in the database. For our case, we can get rid of all of them that are so old. There is for example a demo scene (including textures and models) of a Unity Asset that we added to version control by mistake. We deleted it in some changeset but now there isn't an easy way to get rid of it from the database. And there is no reason for us to keep it. Thanks, Mehmet
  6. Hi. We have a laptop that we use out-of-office and also in expo's and its not secure for our source code. We delete the Repository folder for such events and re-create it afterwards with Plastic SCM, but I just realized that local distributed copy of PlasticSCM doesn't have encryption applied, so it can be easily used to recreate the source code. I mean the database thats in this directory C:\Program Files\PlasticSCM5\server\jet Is there a way to encrypt this local copy just like it's done in the cloud? Thanks, Mehmet
  7. Can you please briefly explain how I can do this workaround now? I am not an expert. I guess I already have a cloned repo as I am a Plastic Cloud user working distributed. But how do I trim the data? Thank you.
  8. Hello. We are using Plastic SCM Cloud with Unity for 1,5 years now and database size is growing up by time, although our Repository size doesn't increase at all. This happens because the database (and cloud storage) keeps multiple versions of all assets. For example we have 50+ versions of our scene assets and they are really big. And we almost never need the older versions of scenes. We no longer need the histories of most assets from 1 year ago. We currently have 600 changesets but the changesets 1 to 400 aren't required anymore. As I know there was a trim command to delete old changesets from the database, but I couldn't find any info about this in the documentation. In example, to delete all changesets from 1 to 400 and database would look like it started in changeset 401, keeping all changesets to 600. And I guess we can backup and locally keep the original database from our disk. And if we ever need a file from those early changesets, we can access it with plastic using those backups. (From this directory: C:\Program Files\PlasticSCM5\server\jet) Am I correct with these? And if there is such an operation available, whats it called? Are there some best practices on what to do with such scene files that are changed often, but old versions aren't important? What should we do to avoid them growing the database size so fast? Thank you,
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