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sacb0y

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Everything posted by sacb0y

  1. I'm currently unable to work because there is constantly changes on the workspace. I tried making a branch to see if that fixed it but no. There is nothing in pending changes. I've tried: enabling checking the content. cm unco --all This returns an error about a folder that doesn't exist. c:\Users\*****\wkspaces\*****\Assets\AssetInventory is not in a workspace. "AssetInventory" or even "Assets" is not the folder i'm doing commands from, and this folder does not exist at all. Other commands work fine. undoing, switching branches, and other things by command line Trying to undo things in unity. Reinstalling/Updating plastic (but not uninstalling it and reinstalling it) Nothing works.
  2. Release version : 10.0.16.6241 OS: Windows 11 Steps to reproduce : Open preferences and select "Other Options" Real result : Index out of range error Expected result : opens menu?
  3. My main issue with the old version is connection to jira is a complicated mess. It seems with other gitbased tools connection to jira is very east, basically a few clicks. I imagine there's a much easier Oauth style solution like you have with Unity. I would like to see more of that.
  4. @calbzam Another issue, it seems like there's a limit to how many pending tasks can show? Maybe if this is some kind of performance limit things could be configured so optionally only tasks from the current sprint can be seen?
  5. Jira next has a system with Epics Stories Tasks In that heiarchical order, and i'd like to setup branches in a similar manner when needed. But Epics and Stories do not show up in plastic SCM currently.
  6. It would be nice if it worked more in reverse. Source code apps | Atlassian Marketplace There's a ton of git integration but nothing for plastic 😕 Fuller integration would be very valuable. Like all of these seem to be able to work with just about everything but plastic.
  7. I think so, but to be honest because I don't get a definitive error, I can't be certain of the root cause. It's my guess these errors could be caused by some other conflict.
  8. I'm going to dig through and find out exactly which file is causing the conflict.
  9. Ok so updon deleting the Plastic SCM folder, Doozy works immediately, for some reason there's a serious conflict with my project and the errors aren't giving me much info on why. 😕 I do get this error (before i removed the asset), but thats about it. These are the errors doozy gave me before deleting plastic
  10. It would be this asset. https://assetstore.unity.com/packages/tools/visual-scripting/bolt-163802 I'm also having some kind of issue with Doozy UI's "Nody" window. That i only just noticed now but has started since I added the version control. https://assetstore.unity.com/packages/tools/gui/doozyui-complete-ui-management-system-138361
  11. PrecompiledAssemblyException: Multiple precompiled assemblies with the same name Antlr3.Runtime.dll included or the current platform. Only one assembly with the same name is allowed per platform. Assembly paths: Assets/Ludiq/Assemblies/Antlr3.Runtime.dll Assets/Plugins/PlasticSCM/Editor/PlasticLib/Antlr3.Runtime.dll UnityEditor.Scripting.ScriptCompilation.EditorBuildRules.ValidateAndGetNameToPrecompiledAssembly (UnityEditor.Scripting.ScriptCompilation.PrecompiledAssembly[] precompiledAssemblies) (at <d3ff43e972b043d1b3f49905ec5da738>:0) UnityEditor.Scripting.ScriptCompilation.EditorBuildRules.ToScriptAssemblies (System.Collections.Generic.IDictionary`2[TKey,TValue] targetAssemblies, UnityEditor.Scripting.ScriptCompilation.ScriptAssemblySettings settings, UnityEditor.Scripting.ScriptCompilation.EditorBuildRules+CompilationAssemblies assemblies, System.Collections.Generic.HashSet`1[T] runUpdaterAssemblies) (at <d3ff43e972b043d1b3f49905ec5da738>:0) UnityEditor.Scripting.ScriptCompilation.EditorBuildRules.GetAllScriptAssemblies (System.Collections.Generic.Dictionary`2[TKey,TValue] allSourceFiles, System.String projectDirectory, UnityEditor.Scripting.ScriptCompilation.ScriptAssemblySettings settings, UnityEditor.Scripting.ScriptCompilation.EditorBuildRules+CompilationAssemblies assemblies, System.Collections.Generic.HashSet`1[T] runUpdaterAssemblies, UnityEditor.Scripting.ScriptCompilation.EditorBuildRules+TargetAssemblyType onlyIncludeType) (at <d3ff43e972b043d1b3f49905ec5da738>:0) UnityEditor.Scripting.ScriptCompilation.EditorCompilation.GetAllScriptAssembliesOfType (UnityEditor.Scripting.ScriptCompilation.ScriptAssemblySettings settings, UnityEditor.Scripting.ScriptCompilation.EditorBuildRules+TargetAssemblyType type) (at <d3ff43e972b043d1b3f49905ec5da738>:0) UnityEditor.Scripting.ScriptCompilation.EditorCompilation.CompileCustomScriptAssemblies (UnityEditor.Scripting.ScriptCompilation.ScriptAssemblySettings scriptAssemblySettings, System.String tempBuildDirectory, UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions options, UnityEditor.BuildTargetGroup platformGroup, UnityEditor.BuildTarget platform) (at <d3ff43e972b043d1b3f49905ec5da738>:0) UnityEditor.Scripting.ScriptCompilation.EditorCompilation.CompileCustomScriptAssemblies (UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions options, UnityEditor.BuildTargetGroup platformGroup, UnityEditor.BuildTarget platform) (at <d3ff43e972b043d1b3f49905ec5da738>:0) UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface+<>c__DisplayClass40_0.<CompileCustomScriptAssemblies>b__0 () (at <d3ff43e972b043d1b3f49905ec5da738>:0) UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface.EmitExceptionAsError[T] (System.Func`1[TResult] func, T returnValue) (at <d3ff43e972b043d1b3f49905ec5da738>:0) UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface:CompileCustomScriptAssemblies(EditorScriptCompilationOptions, BuildTargetGroup, BuildTarget) This appears to be causing a critical error for me. But it was fine in Unity 2019.4.1, when I upgraded to Unity 2019.4.9 I had a problem like this before then, but i solved it but closing and reopening Unity hub. EDIT: I removed "editor" from the bolt version of the file, which seemed to fix the error but bolt seems to be fussing at me about it...
  12. hm, maybe i can work this out, thanks.
  13. I was wondering if there was some means to transfer from gitlab cloud to Plastic Cloud? Or would I need to just setup everything from scratch?
  14. Hi, i was wondering if there were nay updates on this? I had a discord webhook on gitlab but i'm considering fully switching to plastic cloud. A discord webhook would be very nice.
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