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DavidL

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  1. Right, so I'm trying to wrap my head around this whole source control thing. I've read up on all the documentation, made a cloud repository and connected it with Gluon. I'll be using this with the Unreal Plugin. There are a few things that have not properly slotted into my brain though. Premise: We have a rather lage game project in UE4 we've been working on through Dropbox, but that is starting to get bothersome to keep track of. The idea is that we both have a local copy of the latest editor build, and we would use the 5GB cloud to keep track of the parts we add to and change, as we really don't want to be uploading the whole 20+ GB. I will then put the few GB we'll actively be using into the repo. Is this a viable way to work? Others I have spoken to seems to think this should be fine, but please do advise If I've got this wrong. I have run some learning tests before we muck up our main project (like we did last time I tried to source control): First issue: The workspace and repository is working fine, the Plugin does the source control and it updates in Gluon just fine. However, when I check in the changes they don't show up in the cloud. As in 0.0 GB on the dashboard. The artist who tried to download the repository also got null. However, when he added a file from his side that shows up in my incoming changes. What gives? I guess the main thing I'm asking here, is if I'm wanting to sync up some parts of two projects on different computers used Plastic SCM, how would I go about this? I pulled it of in Git since it seemed to just work, but Git is not great for large binaries as far as my testing goes, so I'm hoping a simple workflow with Plastic SCM Gluon can serve out purposes.
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