Jump to content

Gardenfiend Games

Members
  • Posts

    17
  • Joined

  • Last visited

  • Days Won

    3

Gardenfiend Games last won the day on May 14

Gardenfiend Games had the most liked content!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Gardenfiend Games's Achievements

Newbie

Newbie (1/14)

  • First Post Rare
  • Collaborator Rare
  • Week One Done Rare
  • One Month Later Rare

Recent Badges

6

Reputation

  1. Also would love to hear any news - any time our Audio guy makes a single change and pushes it, the "soundbank" assets (using Wwise) that are generated are over 1gb. On average he is making tweaks/updates and pushing the changes 4+ times per day. We REALLY need some sort of a solution to remove the old versions. 😬
  2. Was just coming here to post this - the server status is not reflecting the connection issue we are having 😬 Server outages happen, not too upset about that personally (never had a problem before in the past 6+ months), but having no idea if its going to be fixed today, tomorrow, or next week makes it difficult to make plans with my team. (Also for anyone else having issues, it seems like the server will drop for ~30 minutes and then come back online for a while - it hasn't been completely down for me for longer than like 30 or 45 minutes at a time)
  3. Ah, thanks Carlos! Didn't realize that Plastic was included in the unity status page, looks good. I'll note that I tried googling "plastic scm server status" and didn't see any results directing me to that page, maybe its just an SEO thing πŸ€”
  4. Back online πŸ‘ maybe routine maintenance or something? Edit: An hour later, having issues again πŸ˜•
  5. My team can't connect to the servers. How can I check the server status? It would be nice if there was a popup in-application, or place online (even like twitter) where we could get confirmation that the servers are down, and the expected time for them to be back up.
  6. Hi guys, I have a folder that has some code files in it that get auto-regenerated every time we recompile. I want to remove this folder from being "controlled", so that it doesn't appear in our changes-list every single time we do anything. We don't need it to be synchronized/Controlled. I see that the options are to use the Cloaked List, or the Hidden Changes list. Based on the definition of the Hidden Changes list, I assume it is the one I should be using. Here is what is happening when I add a folder to the Hidden Changes list: 1) I right-click the folder and say "Add to Hidden Changes". I check the box that says "Apply rules to all workspaces" - does this mean it applies to all of my local workspaces for different projects, or that it applies it to everyone's workspace for this singular project/repository? Side Note: Is this supposed to add an entry to hidden_changes.conf? I just tested it again, and it didn't... but when I REMOVED a folder that was set to Hidden (by right-clicking it and doing Remove From Hidden Changes) it added a !FolderName entry? 2) Then I continue on with what I'm doing, but the next time my teammate pushes a Checkin, it still includes all of those files from that folder. So the Hidden Change did not get applied to them. Do we have to all do it manually? I would think that I should be able to add the folder to the hidden_changes.conf, and since that is Controlled/synchronized, that it should get applied to everyone? But like I said earlier, when I do "Add to Hidden Changes" it doesn't actually add it to the hidden_changes.conf file. Is that a bug or am I misunderstanding? 3) Now the big annoying issue is that things get really screwy when I try to download my teammates updates. It downloads everything EXCEPT those files that I have marked as Hidden Changes, and it creates some sort of weird "partial merge branch" where I am stuck in purgatory. It shows that I still need to download/update those Hidden Change files, but when I try to download/update it just 'completes' the update and doesn't change anything. Those entries still show up as needing to be downloaded. Could someone explain what the proper way to make this folder not be Controlled/synchronized for my entire team? Do we all need to individually right-click on it and set it to Hidden Changes? Or am I supposed to manually add it to the hidden_changes.conf file, which would then get pushed to the whole team? Why does right-click "Add to Hidden Changes" not affect the hidden_changes.conf file? Thanks for the help, this issue has been stumping me for a while.
  7. Hey guys, there doesn't seem to be too much information on MergeTool settings for Macs (for Unity Projects) so I figured I'd make a super basic guide. This is just the information I've figured out from a couple emails between me and the Plastic guys - please feel free to add any more information, or correct me if anything is wrong. I am on a PC and have very little experience with OSX, but needed to configure this for a teammate's Mac. This guide is also meant for people coming from Unity Collaborate to Plastic SCM, who may not have any previous experience with source control. Also note that the 'code snippets' below are only a SECTION of the file - so do not copy/paste to replace your entire file - its best not to copy/paste anything from here into your own file. What is Unity YAML Merge? https://docs.unity3d.com/Manual/SmartMerge.html UnityYAMLMerge is a merging tool that can be used on Scenes (.unity) and Prefabs (.prefab) to automatically handle the majority of merge-conflicts. TL;DR - this tool will let you open a scene and move around and change things on objects A, B, C, while your teammate also has that scene open and moves around and changes things on objects X, Y, Z. When you then go to push your changes to Plastic, there will be a conflict on that Scene file. By configuring Plastic to use this tool, it will analyze the changes made to that Scene, and so long as both team members didn't both change the same thing (like both team members moving object A), it will automatically combine the changes together. It's an incredibly useful tool. How to configure MergeTools There are two ways to manage your MergeTool settings. You can either go to Preferences -> MergeTools from within the Plastic client, or you can manually edit the client.conf file. The client.conf file is located: PC: c:/users/username/appdata/local/plastic4/client.conf Mac: /Users/youruser/.plastic4/client.conf Note: The .plastic4 is a hidden folder. To toggle visibility of hidden folders on Mac, press: [Command + Shift + . ] If you use the migration tool to switch from Unity Collaborate over to Plastic SCM, then on Windows PCs, you will have a premade configuration that includes entries for scenes and prefabs to use the UnityYAMLMerge.exe tool. However, on Macs the MergeTools will only be set to the single default "$text" entry. Here is what they look like (note that my windows client.conf has already had the UnityYAMLMerge.exe file location updated, as I'll discuss below): WINDOWS - The Preferences -> Merge Tools window WINDOWS - The <MergeTools> section of client.conf file: <MergeTools> <MergeToolData> <FileExtensions>.doc;.docx</FileExtensions> <Tools> <string>"C:\Program Files\PlasticSCM5\client\diffscripts\merge-doc.exe" "@destinationfile" "@sourcefile" "@output"</string> </Tools> </MergeToolData> <MergeToolData> <FileExtensions>.prefab;.unity</FileExtensions> <Tools> <string>"C:\Program Files\Unity\Hub\Editor\2020.2.0f1\Editor\Data\Tools\UnityYAMLMerge.exe" merge -p "@basefile" "@sourcefile" "@destinationfile" "@output"</string> <string>mergetool -b="@basefile" -bn="@basesymbolic" -bh="@basehash" -s="@sourcefile" -sn="@sourcesymbolic" -sh="@sourcehash" -d="@destinationfile" -dh="@destinationhash" -a -r="@output" -t="@filetype" -i="@comparationmethod" -e="@fileencoding" -m="@mergetype" -re="@resultencoding" --progress="@progress" --extrainfofile="@extrainfofile"</string> </Tools> </MergeToolData> <MergeToolData> <FileExtensions>.meta</FileExtensions> <Tools> <string>mergetool -b="@basefile" -bn="@basesymbolic" -bh="@basehash" -s="@sourcefile" -sn="@sourcesymbolic" -sh="@sourcehash" -d="@destinationfile" -dh="@destinationhash" -a -r="@output" -t="@filetype" -i="@comparationmethod" -e="@fileencoding" -m="@mergetype" -re="@resultencoding" --progress="@progress" --extrainfofile="@extrainfofile"</string> </Tools> </MergeToolData> <MergeToolData> <FileType>enTextFile</FileType> <FileExtensions>*</FileExtensions> <Tools> <string>mergetool -b="@basefile" -bn="@basesymbolic" -bh="@basehash" -s="@sourcefile" -sn="@sourcesymbolic" -sh="@sourcehash" -d="@destinationfile" -dh="@destinationhash" -a -r="@output" -t="@filetype" -i="@comparationmethod" -e="@fileencoding" -m="@mergetype" -re="@resultencoding" --progress="@progress" --extrainfofile="@extrainfofile"</string> </Tools> </MergeToolData> <MergeToolData> <FileType>enBinaryFile</FileType> <FileExtensions>*</FileExtensions> <Tools> <string>binmergetool -b="@basefile" -bn="@basesymbolic" -bh="@basehash" -s="@sourcefile" -sn="@sourcesymbolic" -sh="@sourcehash" -d="@destinationfile" -dh="@destinationhash" -a -r="@output" -m="@mergetype"</string> </Tools> </MergeToolData> </MergeTools> ON MAC - the Preferences -> Merge Tools window MAC - The ORIGINAL <MergeTools> section of the client.conf <MergeTools> <MergeToolData> <FileType>enTextFile</FileType> <FileExtensions>*</FileExtensions> <Tools> <string>/usr/local/bin/macmergetool -b="@basefile" -bn="@basesymbolic" -bh="@basehash" -s="@sourcefile" -sn="@sourcesymbolic" -sh="@sourcehash" -d="@destinationfile" -dn="@destinationsymbolic" -dh="@destinationhash" -a -r="@output" -t="@filetype" -i="@comparationmethod" -e="@fileencoding" -m="@mergetype" -re="@resultencoding" --progress="@progress" --extrainfofile="@extrainfofile"</string> </Tools> </MergeToolData> </MergeTools> My goal was to set up the Mac's merge tools to be as close as possible to the Window's ones - but there were certain ones that we didn't need, and there are some differences between what merge tools are available on the Mac versus the PC: .doc; docx: We don't use this type of file in the project at all, so we didn't bother adding it to the Mac's merge tools list. .prefab;.unity: This was the main goal - to get the UnityYAMLMerge.exe tool to work with these. I'll explain below how we added it. .meta: I saw that on PC, the default "mergetool" was used for this. The equivalent on mac is the "macmergetool". This one was simple to add and we were able to do it in Preferences -> Merge Tools window. I believe all you have to do is click Add, choose Custom Extension and type in .meta, and then leave the Tool as the default - it basically filled this one in for us automatically. Sorry that I don't remember the exact steps, my teammate is the one with the Mac and he was screensharing when we set it up. $text: This was already set up on the Mac. $binary: I wasn't sure what this one did, so I asked the Plastic rep - He said that it is only available on Windows right now, and that it shows a diff between binary file specs and lets you choose which one to keep, the source, the base, or the destination - and that it's a really simple tool, for now. Since it isn't available on Mac, we didn't add it, and we haven't run into any issues. I am not sure if I've ever used it (or noticed using it) on the PC. How to add the UnityYAMLMerge.exe merge tool on Mac Ok, now to the important part - how to set up the YAML Merge tool. Here are the steps: 1) Locate the UnityYAMLMerge.exe tool: PC: C:\Program Files\Unity\Hub\Editor\UNITY VERSION NUMBER\Editor\Data\Tools\UnityYAMLMerge.exe Mac: /Applications/Unity/Unity.app/Contents/Tools/UnityYAMLMerge Note: For those like me that are unfamiliar with Macs, the "Unity.app folder" does not look like a folder. It has the Unity logo kind of like an .exe would on Windows. I can't remember if you can double click on it to open the file, or if you have to Right-Click and do something else to open it. Also note that the location on Unity's own website is outdated and incorrect: https://forum.plasticscm.com/topic/20639-unityyamlmergeexe-error-in-merge-tool/?do=findComment&comment=43710 2) In Plastic, go to the Preferences -> MergeTools window. We did two separate entries, one for .unity and one for .prefab. I believe you could do both as a single entry with semicolon separator (like this: .unity;.prefab) but we were trying to be careful and eliminate any possible issues. So for each one we clicked Add, then selected custom extension and typed in the .unity or .prefab, and then for External Tool we used Custom and browsed to the UnityYAMLMerge.exe tool location. I can't remember if this automatically added the "merge -p "@basefile" "@sourcefile" "@destinationfile" "@output"" part to the end of the entry or not. I think it did. If it doesn't for you, then you can manually add it, or manually edit the client.conf file to add it. 3) If you look at the Window's settings for .unity;.prefab, it says MULTIPLE_TOOLS, and when you look at the entry for it in the client.conf, it has two entries like <string> myEntry </string>. One is for the YAML Merge tool, and the other is the default "mergetool". Since we wanted to set things up on the Mac as similar as we could to the Windows version, we figured we would add the "macmergetool" as well for these filetypes. If I remember correctly, we first tried doing it by doing "Add..." in the Preferences -> MergeTools window, but I believe it showed up as a completely separate entry instead of saying MULTIPLE_TOOLS after adding it. So we decided to manually open the client.conf file, and add it in the same way as it appears in the Windows version (two <string> myEntry </string> entries back-to-back). We did it this way, and then restarted Plastic, didn't get any errors or anything, but when we went back to the Preferences -> MergeTools window, it only showed the YAML Merge tool instead of saying MULTIPLE_TOOLS. I'm not sure if this is just a GUI thing, or not. It might not matter at all. My guess is that the "mergetool"/"macmergetool" as the second entry would mean that it is only used if the YAML Merge tool isn't found. But I'm not sure. Maybe it handles the conflicts that the YAML Merge tool doesn't automatically merge. The final <MergeTools> section for the Mac <MergeTools> <MergeToolData> <FileType>enTextFile</FileType> <FileExtensions>*</FileExtensions> <Tools> <string>/usr/local/bin/macmergetool -b="@basefile" -bn="@basesymbolic" -bh="@basehash" -s="@sourcefile" -sn="@sourcesymbolic" -sh="@sourcehash" -d="@destinationfile" -dn="@destinationsymbolic" -dh="@destinationhash" -a -r="@output" -t="@filetype" -i="@comparationmethod" -e="@fileencoding" -m="@mergetype" -re="@resultencoding" --progress="@progress" --extrainfofile="@extrainfofile"</string> </Tools> </MergeToolData> <MergeToolData> <FileType>enTextFile</FileType> <FileExtensions>.meta</FileExtensions> <Tools> <string>"/usr/local/bin/macmergetool" -b="@basefile" -bn="@basesymbolic" -bh="@basehash" -s="@sourcefile" -sn="@sourcesymbolic" -d="@destinationfile" -dn="@destinationsymbolic" -t="@filetype" -i="@comparationmethod" -e="@fileencoding" -sh="@sourcehash" -dh="@destinationhash" -r="@output" -a -m="@mergetype" -re="@resultencoding"</string> </Tools> </MergeToolData> <MergeToolData> <FileType>enTextFile</FileType> <FileExtensions>.prefab</FileExtensions> <Tools> <string>"/Applications/Unity/Hub/Editor/2020.2.0f1/Unity.app/Contents/Tools/UnityYAMLMerge" merge -p "@basefile" "@sourcefile" "@destinationfile" "@output"</string> <string>"/usr/local/bin/macmergetool" -b="@basefile" -bn="@basesymbolic" -bh="@basehash" -s="@sourcefile" -sn="@sourcesymbolic" -d="@destinationfile" -dn="@destinationsymbolic" -t="@filetype" -i="@comparationmethod" -e="@fileencoding" -sh="@sourcehash" -dh="@destinationhash" -r="@output" -a -m="@mergetype" -re="@resultencoding"</string> </Tools> </MergeToolData> <MergeToolData> <FileType>enTextFile</FileType> <FileExtensions>.unity</FileExtensions> <Tools> <string>"/Applications/Unity/Hub/Editor/2020.2.0f1/Unity.app/Contents/Tools/UnityYAMLMerge" merge -p "@basefile" "@sourcefile" "@destinationfile" "@output"</string> <string>"/usr/local/bin/macmergetool" -b="@basefile" -bn="@basesymbolic" -bh="@basehash" -s="@sourcefile" -sn="@sourcesymbolic" -d="@destinationfile" -dn="@destinationsymbolic" -t="@filetype" -i="@comparationmethod" -e="@fileencoding" -sh="@sourcehash" -dh="@destinationhash" -r="@output" -a -m="@mergetype" -re="@resultencoding"</string> </Tools> </MergeToolData> </MergeTools> Another difference between Windows and Mac - the SemanticMerge tool: Some info from my emails with the Plastic rep: The MacMergetool is the equivalent to the mergetool, but instead of having Semantic Merge 2.0, it has SM1, as it is the only one available for Mac. And when I asked about what the SemanticMerge tool is: SemanticMerge is a tool we provide that allows for code detection while running a merge. For example, if you have moved a method between controlled files, semantic should be able to identify those moves and notify you while diffing the content. Conclusion All in all, the goal for us was to set up YAML Merge for the artist on my team who was using a Mac. He doesn't edit code or anything like that, so there may be some other specific things that you could set up if you were actually coding on the Mac. After setting all of this up, we tested the YAML Merge and so far it is working great - as far as we can tell there aren't any differences between how it looks/works on a PC versus how it looks/works on a Mac. If the merge can be automatic with no conflicts, it just goes through automatically. If there are conflicts, both the Mac and the PC open up the "three-way diff" window so you can handle the conflicts. I believe we did notice one difference where the PC had an extra dropdown menu option somewhere on the "three-way diff" window, so maybe that window is using the SemanticMerge? But overall they looked very similar. If anyone has any information to add, or if I have any wrong information here please let me know. Hope this helps any of you coming from Unity Collab
  8. I don't know the exact answer to these questions but I can add my experience - since we used the "Unity Collaborate -> Plastic SCM" migration tool, our Client.Conf for our Windows PCs was automatically configured (for the most part). In the Preferences -> Merge Tools window it shows ".unity;.prefab" as a single entry using "MULTIPLE_TOOLS". Here is a copy of just the <MergeTools> section of my client.conf, it has one entry for both ".prefab;.unity": <MergeTools> <MergeToolData> <FileExtensions>.doc;.docx</FileExtensions> <Tools> <string>"C:\Program Files\PlasticSCM5\client\diffscripts\merge-doc.exe" "@destinationfile" "@sourcefile" "@output"</string> </Tools> </MergeToolData> <MergeToolData> <FileExtensions>.prefab;.unity</FileExtensions> <Tools> <string>"C:\Program Files\Unity\Hub\Editor\2020.2.0f1\Editor\Data\Tools\UnityYAMLMerge.exe" merge -p "@basefile" "@sourcefile" "@destinationfile" "@output"</string> <string>mergetool -b="@basefile" -bn="@basesymbolic" -bh="@basehash" -s="@sourcefile" -sn="@sourcesymbolic" -sh="@sourcehash" -d="@destinationfile" -dh="@destinationhash" -a -r="@output" -t="@filetype" -i="@comparationmethod" -e="@fileencoding" -m="@mergetype" -re="@resultencoding" --progress="@progress" --extrainfofile="@extrainfofile"</string> </Tools> </MergeToolData> <MergeToolData> <FileExtensions>.meta</FileExtensions> <Tools> <string>mergetool -b="@basefile" -bn="@basesymbolic" -bh="@basehash" -s="@sourcefile" -sn="@sourcesymbolic" -sh="@sourcehash" -d="@destinationfile" -dh="@destinationhash" -a -r="@output" -t="@filetype" -i="@comparationmethod" -e="@fileencoding" -m="@mergetype" -re="@resultencoding" --progress="@progress" --extrainfofile="@extrainfofile"</string> </Tools> </MergeToolData> <MergeToolData> <FileType>enTextFile</FileType> <FileExtensions>*</FileExtensions> <Tools> <string>mergetool -b="@basefile" -bn="@basesymbolic" -bh="@basehash" -s="@sourcefile" -sn="@sourcesymbolic" -sh="@sourcehash" -d="@destinationfile" -dh="@destinationhash" -a -r="@output" -t="@filetype" -i="@comparationmethod" -e="@fileencoding" -m="@mergetype" -re="@resultencoding" --progress="@progress" --extrainfofile="@extrainfofile"</string> </Tools> </MergeToolData> <MergeToolData> <FileType>enBinaryFile</FileType> <FileExtensions>*</FileExtensions> <Tools> <string>binmergetool -b="@basefile" -bn="@basesymbolic" -bh="@basehash" -s="@sourcefile" -sn="@sourcesymbolic" -sh="@sourcehash" -d="@destinationfile" -dh="@destinationhash" -a -r="@output" -m="@mergetype"</string> </Tools> </MergeToolData> </MergeTools> (As discussed previously in this thread) The MergeTool entry for ".unity;.prefab" is pointing to the old/incorrect place that Unity used to store the UnityYAMLMerge.exe. So you have to point it at the new file location within your specific unity-version folder. My guess would be that the YAMLMerge tool probably doesn't change much from version-to-version, but maybe *if* they were to add some new functionality to Unity they would then need to update the merge tool so it properly handles that new functionality? And that might be why its now "version-dependant"? Just a guess, still doesn't make it any easier for us, but I see why they would do it that way. One of our team members is using a Mac, and although we used the same migration tool for him to sign up and download the repository, he did not have any special MergeTool settings. I believe his was what I'm guessing is the default setup for Plastic (he only had an entry for $text), so we had to configure things for him. There are differences in what tools are available from Plastic for people using a Mac - I'm about to make a new post about it here on the forums (Edit: here is the link -
  9. I just noticed some .private files in my project, and found this thread for how/why would have been created. Makes sense - but does this mean that it is safe for me to delete all of these .private files? When I search my repo there are about 50 of them. Everything with my project is working great, so if the .private files are just "old copies" of the original local non-source-controlled files, I assume it would be okay to delete? Edit: Immediately found this thread after making this post, with the exact answerπŸ˜…: https://translate.google.com/translate?hl=en&sl=vi&u=https://forum.plasticscm.com/topic/22622-what-are-private0-files/&prev=search&pto=aue
  10. Hey guys, just wanted to point out that UnityYAMLMerge.exe is not located at the location that PlasticSCM thinks it is by default. Unity's own documentation page is incorrect (https://docs.unity3d.com/2020.2/Documentation/Manual/SmartMerge.html). Its located at "C:\Program Files\Unity\Hub\Editor\UNITY VERSION NUMBER\Editor\Data\Tools\UnityYAMLMerge.exe", which unfortunately makes it harder/impossible to just use a default location for it πŸ˜ͺ It also looks like you can't simply move the UnityYAMLMerge.exe file to another permanent location, it relies on other files with a relative/local path (maybe its just one or two files, not sure). So seems a bit frustrating that if you update your Unity version and then delete the old one, you'd then have to update the YAML path again. Not a big deal, but having to explain/remind your team members how to do it isn't ideal, haha. Would anyone happen to know what all files the UnityYAMLMerge.exe relies upon, such that I could create a permanent folder for it?
  11. Thank you for the response HΓ©ber! I did "undo changes" on the file, and then did a "Update Workspace" in the Workspace Explorer, and then it started working from there. Thanks a lot for the help - I was misunderstanding what the error meant by "update it" (where it says "You can undo the changes in the file, update it, and..."). I didn't realize that meant to update the workspace. Good to go now!
  12. Hi guys, I am getting the error in the attached screenshot. The "Tasks.asset" file that is having the issue is a file from a 3rd-party Asset ("Project Planner") that I recently added to my project. I'm not sure what is causing the error - I have not been using any branches. I haven't done anything out of the ordinary. The only thing I can think of that could be related is that I moved the entire folder for this "Project Planner" 3rd-party asset into another folder at one point. What is problematic is that even if I do "Undo Changes" on the Tasks.asset file and then perform my Checkin, if I make any changes that affect the Tasks.asset file I get the same error again the next time I try to do a Checkin. Any idea on what I can do? Would appreciate any help! (I added a screenshot of the Diff in case it somehow helps.)
  13. Hey @Marc S - thanks for your replies across multiple forums πŸ˜€ Alright, I kind of understand what you're saying - so basically we shouldn't really be keeping any 'permanent' Private files? So if we don't want a file to be in the repo, I should instead add it to the ignore list? And if the project is set up correctly (ignore.conf), then when my teammates do some work and then go to Checkin, they should just be able to select all of the "Changed Items" as well as "Private and Added" files, and just push them all without having to look through the lists? Also just tested the right-click "add to ignore" and I see that it adds it to the ignore.conf file (and not some other local/internal file), so that'll get updated on everyone's end πŸ‘ Thanks for the help, I've been trying to get a lot of upgrades to my project done over the holiday break so that I can have it all ready when my team comes back to work - so this is one of those things (switching from Collab to Plastic), and I'm getting pretty close to fully understanding it.
  14. Hi, I'm new to Plastic and I'm also having this issue where all newly created files are being marked as Private, and I have to manually go through them and add them to the repository. Is there a way to automatically have new files added to the repository? This is kind of a big deal, because looking through the list of Private items and finding everything that is new so we can add it to the repo seems prone to accidentally 'forgetting' or missing a file in the list. If I have 30 files that are actually supposed to be Private, and then I create 20 new files, I have to painstakingly go through the list and figure out which should be added. If there isn't a way to automatically have new files be added to the repository, then maybe I am misunderstanding things because I feel like it should be the default action for new files. I've only used Git with SourceTree before so I don't have the most experience but even with SourceTree I didn't have to specifically decide which new files got added to the repo - they all did. This is especially difficult because I'm the only programmer in a team of 4 (working on a Unity project), and I was hoping Gluon would be super simple for my other team members to use - but now each time they are doing a checkin they have to come to me to make sure that what they are checking in is actually correct. Besides this issue, Plastic has been absolutely great so far. Thanks a lot for any help!!
×
×
  • Create New...