My life with #UnrealEngine5 #FMOD and #Perforce
#UnrealEngine5 #fmod #perforce
Just FYI: it is easier and quicker to setup perforce on digital ocean than resolving the issue why git is disconnecting while pushing to the origin. #screenshotsaturday #gamedev #unrealengine #github #perforce #indiedev
#screenshotsaturday #gamedev #unrealengine #github #perforce #indiedev
@joxean in git I’d just use a branch for this, and use commits.
You can checkout different branches quickly to switch between different sets of commits you make (e.g. feature branches).
This SO top answer agrees: https://stackoverflow.com/questions/3656351/git-for-perforce-users
You can use git stash too: https://git-scm.com/docs/git-stash
It has a “stack” but you can apply a stash out of order.
I only use stash as a last resort when I get in a tangle, not as a way to store anything; no tips on workflow.
Welllll... a year goes by. 😅
Updating the date for the canyon racer intro splash screen. I've rallied some motivation to bring it closer to release (only aiming for simplistic game, but still want it polished).
btw, P4 Image (and text) Diff hooked up to #git is great. And still free. (There are parts of #Perforce that I miss compared to git, such as shelving across workspaces with no commit).
Are there any experienced #perforce admins on here? Looking for a good guide on setting up a #p4ignore file so that it pretty much just works out of the box for all users who sync a depot path. Haven't been able to find a good solution.
#versioncontrol #VCS #perforcehelp
#perforcehelp #vcs #versioncontrol #p4ignore #perforce
So, during school, I have always struggled with conflicts and bugs on #git. After all, I am a designer, not a programmer. And I kept being "bullied" by programmers, who said Git is a system and systems do what they must do. The problem is "who operates it". Now, in my internship, I must use #perforce and guess what? The "git hell" is gone. And why? Because git is for CODE, not for meshes/systems/scenes. Why couldn't the programmers have told me that?
I think I publicized my work on vc-p4 finally today: https://www.emacswiki.org/emacs/PerforceSCM
Had to quickly put it in Sourcehut, I think I had it as a private repo on Gitlab. https://git.sr.ht/~ryuslash/vc-p4
I've been working on it for a while and it's really nice to be able to use Perforce in Emacs. Though I need more changes for it to really work well for me. Still have to use p4v or the p4 command a lot to get things done.
Organizations say a lack of open source staff poses a significant problem, according to the 2023 State of Open Source Report from @osi and #OpenLogic by #Perforce https://opensourcejobhub.com/blog/organizations-still-need-open-source-talent/ #career #OpenSource #security #containers #DevOps #database #updates
#openlogic #perforce #career #opensource #security #containers #devops #database #updates
Trying to learn #git for software source code control. It'll be the fourth system I've used in my career. I've used #Perforce extensively and continue to do so at work.
Differences between SCM tools are vastly greater than between procedural programming languages. Moving from Perl to Python is a breeze, by comparison.
Any great resources for a beginner? I'm starting with https://www.atlassian.com/git/tutorials
Poppy in #MythicQuest uses a fictionalized version of #Perforce / #P4V and I shouted and leapt off the couch as soon as I recognized it.
They broke my ignorance.
I did not know about existance of this:
https://learn.microsoft.com/en-us/windows-server/administration/windows-commands/set_1
(Ah, there is thing partly I knew. "PATH")
I think that "Environment variable" is belong to the Perforce. But it was belong to Windows.
Problem is solved!
I can sleep without depressed now ' ▽ ' !!!
I'm starting to set up the infrastructure to rev up the #GameDev of #TrackEvolution from a #SoloDeveloper to a virtual/remote team effort.
As I can't work on anything #UnrealEngine related while hospitalized, my work is mostly consisting of creating a Discord server (instead of Slack) and figure out if #Perforce or some other alternative is viable.
#simracing #racingsimulator #perforce #unrealengine #solodeveloper #trackevolution #gamedev
Friendly reminder:
p4 revert //... -k -c 12345
will revert *everything* you had checked out, ignoring the -k and -c flags.
Dumb me, I guess I should have known flags come _before_ the //..., opposite to most CLI tools.
Thank you #perforce!
A great plug-in that I recommend for #Houdini and #Perforce is the P4Houdini plugin from Bismuth Consultancy. If you are working with a lot of HDAs and files that are shared across the whole team, this will save you time. https://www.bismuthconsultancy.com/p4houdini #techartists
#houdini #perforce #techartists
Me, every time I hear a dev complain about git: #gamedev #sourcecontrol #git #perforce
#perforce #git #sourcecontrol #gamedev
搞不太懂 Perforce 的哲學,找到這篇感覺不錯:
- Perforce 想控管 resources 的各種存取權限和狀況,所以是centralized
- Perforce 想處理大檔或超級多檔案
為了達到這些目的,才會有這些Git users 覺得很怪的設計:
- Depots 很像 Git repositories,不過有預設檔案結構可能會跟著組織架構或專案做變動
- 因為 Depots 的檔案結構可能會變動,所以多一層 Workspace 來做 server 和 local 的 file mapping
- 因為手動作 file mapping 會崩潰,所以又多一層 Stream 來管 Workspace 和其他不知道什麼鬼東西
- 因為處理大量大檔的 diff 會崩潰,所以用 explicit checkout 來明確標示自己正在修改那些檔案,這樣只要 diff 那些檔就好
https://stackoverflow.com/questions/17267218/perforce-for-git-users
睡一覺有精神終於解掉昨天的問題,簡單紀錄一下:
我要用 docker 跑 perforce server 做測試,但 p4d 似乎不是設計用來這樣跑的,所以遇到一些問題。
因為是用 p4dctl 把 p4d 的daemon 跑起來,所以 p4dctl 執行完就結束了,container 也就跟著結束了。
看到有人用 tail -f log 去印 log 順便讓 container 繼續執行,但又遇到 tail 沒處理 signal 所以 container 關不掉的問題。
目前是用 dumb-init 解,看起來還可以。