Perforce "Intermediate" Guide and C++ Best Practices/Ignoring Plugin Source Code?

I’m working on a Wiki Tutorial for Perforce / TortoiseSVN at the moment but it’s gonna take a while to get it right, so hopefully that’ll be of use to you when I finish it.

What we do here is have everybody install Visual Studio (Community Edition), whether they are a programmer or not, and they compile binaries locally. They never need to open Visual Studio to compile or know anything about it, but so long as the Engine knows where it is, it can compile everything. We do this mainly because everybody is sat next to each other and it’s easy to resolve any issues that may arise out of it, and makes sure that nobody can ever submit a broken .dll file, which would break the game for everybody. Total list of what we submit:

  • Config, Content & Source Folders + UProject file.

We used to submit Solution files but it caused all manner of problems when people had the engine installed in different places etc, so we’d rather people just regenerated when we added files. In the future we’ll probably create a .bat or a utility program that runs whenever you get a new revision of the files and does it automatically, but not something we’ve looked into yet.

Also +1 for P4VS!