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  • #31
    Originally posted by Bajee View Post
    There is a blueprint diff tool. This wouldn't work on the command line or from external tools.
    Originally posted by enlight_2014 View Post
    There is however a built-in visual Blueprint diff tool in the Editor, but to use that tool the Editor has to be able to read the change history from the repository you have your assets stored in.
    I did not know this. Granted, that is useful.
    Dejan Macesic, ing., MBA | Founder | Base64 Inc.

    It is by will alone I set my code in motion.
    It is by coding that thoughts acquire speed, the hands acquire shaking, the shaking becomes a warning.
    It is by will alone I set my code in motion.

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    • #32
      No war, I also use daily SVN. The point was Git is becoming popular especially for hobbyists (no need for a real server) or small teams (no big assets).

      Editor Integration:
      I use both VCS systems as much from the command line as from external GUI, but Editor Integration is easier to grasp for beginners, especially if is automated:
      - auto detection of VCS system used on existing project
      - propose to initialize a new repository at project creation

      As a C++ developer, I feel I could help on implementation of Git support, based on the SVN implementation.

      Cheers!
      Last edited by SRombauts; 05-10-2014, 05:21 AM.
      UE4 Git LFS 2.x Source Control Plugin v2.3 for UE4.17 - (v1 integrated by default in Beta status since UE4.7)
      UE4 Plastic SCM Source Control Plugin (1.0.4 for UE4.17)
      PayPal me a beer to support my work

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      • #33
        Originally posted by enlight_2014 View Post
        I've started implementing a basic Mercurial source control provider.
        Is this already functional? I should look at the source code!
        UE4 Git LFS 2.x Source Control Plugin v2.3 for UE4.17 - (v1 integrated by default in Beta status since UE4.7)
        UE4 Plastic SCM Source Control Plugin (1.0.4 for UE4.17)
        PayPal me a beer to support my work

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        • #34
          Originally posted by SRombauts View Post
          Is this already functional? I should look at the source code!
          Not yet, hopefully I'll finish the code to extract the file status and history from the repository by Monday, at which point it should be functional enough to be of some use. All the code that directly calls out to the Mercurial executable will be confined to a single source file (MercurialSourceControlClient.h/cpp), modifying it to call Git instead should be trivial at that point, and I think everything else should be pretty much the same whether it's git or hg (seeing as the source control provider only really needs to deal with a few basic commands).
          Contact: enlight in #unrealengine IRC channel on Freenode, or @macagonator on Twitter

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          • #35
            Git Plugin

            Hi all,

            So at last I've started implementing a Git Source Control Plugin.

            For know it is barely a "pre-alpha v0.0" as it does only provide overlay icons to show status of your project content assets.

            But it's a start, and it will soon become more useful, I'll keep you informed.

            Cheers!
            UE4 Git LFS 2.x Source Control Plugin v2.3 for UE4.17 - (v1 integrated by default in Beta status since UE4.7)
            UE4 Plastic SCM Source Control Plugin (1.0.4 for UE4.17)
            PayPal me a beer to support my work

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            • #36
              Thank you very much! Looking forward to follow this as it develops. I was spending time going around and around with Git and SVN trying to do the reverse of git-svn, basically I was trying to find a way of having Subversion client connect to a Git repository just so that I could take advantage of the SVN integration in the editor, since I already have my own Git infrastructure both locally and offsite that I use for other projects. But being able to just use Git will make things much easier.

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              • #37
                This is great news, SRombauts. Is it ready for testing yet? Let me know if you need beta testers.

                Originally posted by tlarrow View Post
                Thank you very much! Looking forward to follow this as it develops. I was spending time going around and around with Git and SVN trying to do the reverse of git-svn, basically I was trying to find a way of having Subversion client connect to a Git repository just so that I could take advantage of the SVN integration in the editor, since I already have my own Git infrastructure both locally and offsite that I use for other projects. But being able to just use Git will make things much easier.
                I think you use git with perforce in one way or another. I'm not entirely sure how, but they advertise that on their website. For now I just resorted to using perforce.
                Join us on IRC! We are on #unrealengine @ freenode.org

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                • #38
                  Originally posted by Bajee View Post
                  This is great news, SRombauts. Is it ready for testing yet? Let me know if you need beta testers.
                  Hi Bajee, you can already try it, as I've released a 0.0 binary version for Windows 64bits, but I think the installation instructions need improvement and testings.
                  UE4 Git LFS 2.x Source Control Plugin v2.3 for UE4.17 - (v1 integrated by default in Beta status since UE4.7)
                  UE4 Plastic SCM Source Control Plugin (1.0.4 for UE4.17)
                  PayPal me a beer to support my work

                  Comment


                  • #39
                    Originally posted by Bajee View Post
                    This is great news, SRombauts. Is it ready for testing yet? Let me know if you need beta testers.



                    I think you use git with perforce in one way or another. I'm not entirely sure how, but they advertise that on their website. For now I just resorted to using perforce.
                    Yeah it is similar to how Git-SVN works, where you are using git locally to connect to a perforce server. I was trying to do the opposite so that I could use SVN or Perforce connectors in the Unreal editor to connect to a Git repository. But with the distributed nature of Git, most developers want to run it on their local machines, then use it to also connect to another system such as SVN or Perforce. So everything was written to be opposite of what I was looking for.

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                    • #40
                      Did anyone tested the Git Plugin?

                      Originally posted by SRombauts View Post
                      So at last I've started implementing a Git Source Control Plugin.
                      Did anyone tried it?

                      It was quite buggy, but I fixed everything I found
                      It is still totally raw and basic (no history log, no diff, no add/delete, no commit) but it provides reliable file status!

                      Anyway, if you find the time to test it, please let me know, it could help me.
                      UE4 Git LFS 2.x Source Control Plugin v2.3 for UE4.17 - (v1 integrated by default in Beta status since UE4.7)
                      UE4 Plastic SCM Source Control Plugin (1.0.4 for UE4.17)
                      PayPal me a beer to support my work

                      Comment


                      • #41
                        Hi all,

                        UE4 Git Plugin alpha v0.1 released, with history log, revert, add and delete.
                        Still no diff (next step) nor commit.

                        Cheers!
                        Last edited by SRombauts; 05-17-2014, 05:10 PM. Reason: URL
                        UE4 Git LFS 2.x Source Control Plugin v2.3 for UE4.17 - (v1 integrated by default in Beta status since UE4.7)
                        UE4 Plastic SCM Source Control Plugin (1.0.4 for UE4.17)
                        PayPal me a beer to support my work

                        Comment


                        • #42
                          Kickass! Thanks for working on this :-)

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                          • #43
                            Originally posted by Daniel Vogel View Post
                            Kickass! Thanks for working on this :-)
                            My pleasure!

                            It could be quite ready for more broad testing in a few days.

                            After that I would like to add a few minor functionalities.

                            Then the Git Plugin should be really useful for people working on Unreal Tournament with GitHub!
                            UE4 Git LFS 2.x Source Control Plugin v2.3 for UE4.17 - (v1 integrated by default in Beta status since UE4.7)
                            UE4 Plastic SCM Source Control Plugin (1.0.4 for UE4.17)
                            PayPal me a beer to support my work

                            Comment


                            • #44
                              Wow, this is really cool! Nice work, SRombauts! I'm going to check it out this week myself.

                              Btw, the link at the top of your web site's landing page (not GitHub), has a hyperlink back to itself instead of to the GitHub page (https://github.com/SRombauts/UE4GitPlugin).

                              --Mike

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                              • #45
                                Originally posted by Mike Fricker View Post
                                Wow, this is really cool! Nice work, SRombauts! I'm going to check it out this week myself.

                                Btw, the link at the top of your web site's landing page (not GitHub), has a hyperlink back to itself instead of to the GitHub page (https://github.com/SRombauts/UE4GitPlugin).
                                --Mike
                                Thanks

                                Hum yes, this link is coming from the README.md, it is intended for reader of the GitHub site, I should fix that!
                                UE4 Git LFS 2.x Source Control Plugin v2.3 for UE4.17 - (v1 integrated by default in Beta status since UE4.7)
                                UE4 Plastic SCM Source Control Plugin (1.0.4 for UE4.17)
                                PayPal me a beer to support my work

                                Comment

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