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  1. Today
  2. iniside

    ignore.conf doesn't seem to work

    Hey What I wanted to achieve is to ignore directory and all it's contents. I think I somewhat got it working, since it seems that in ignore.conf "!" rules prevail over any previously ignored files and unblock them, which is kind of confusing coming from git where .gitignore is interpreted from top to bottom. Either way, the solution to ignore everything inside Intermediate folder was to ignore all *.cpp and *.h files, and then do something like !Source/*.cpp, which is also not perfect solution. Because in Unreal actual relevelant .cpp and .h files cloud spread over various directories (like ThirdParty, where there might no be Source directory). It would be nice to get direct support for .gitignore scheme, as it is far more flexible in huge project like Unreal Engine, where there is no clean cut directory/file structure.
  3. mig

    ignore.conf doesn't seem to work

    Hi @iniside, I'm using the latest Plastic SCM Version (7.0.16.2843) and this line in ignore.conf causes all .git directories to be ignored: .git I don't really understand what you mean about the Intermediate line. This should ignore all directories called "Intermediate": Intermediate I notice, however, that you have this in your ignore.conf: Intermediate/ That trailing slash means that you want the contents to be ignored, but not the directory itself. Generally speaking, entering names (e.g. ".git", "Intermediate", "foo.c") as ignore rules will ignore any item (either file or directory) with that exact name and all their children, if it was a directory. Is this helpful? Regards, Miguel
  4. Yesterday
  5. iniside

    ignore.conf doesn't seem to work

    Hey thanks for reply. I have seen this blog post several times, but some of those rules work and some don't. Ie. ignoring files by extension work like *.dll Intermediate Does not ignore any Intermediate Folder. Rule like: *.gen.h Does not ignore files with this postfix. It's UnrealEngine project and there are quite a few folders/files I'd like to ignore for it.
  6. psantosl

    ignore.conf doesn't seem to work

    Focusing just on the .git => I think ignore.conf thinks "." means a file and its extension. Check this http://blog.plasticscm.com/2014/11/configuring-ignored-items-on-your.html just in case it helps. Otherwise we'll get back to you in a few hours.
  7. iniside

    ignore.conf doesn't seem to work

    I have ignore.conf (below). I'm trying various rules to ignore .git folder and it's contents, but nothing I do seems to work. Any advice ? (i general i want to ignore everything except files with !) !*/ !*.c !*.cc !*.cpp !*.cpp.template !*.h !*.h.template !*.hpp !*.inl !*.inc !*.m !*.mm !*.rc !*.rc2 !*.def !*.exp !*.manifest *.vshost.exe.manifest !*.java !*.java.template !*.cs !*.cs.template !*.aspx !*.resx !*.usf !*.ush !*.hlsl !*.glsl !*.txt !*.md !*.bat !*.sh !*.pl !*.py !*.js !*.command !*.ini !*.json !*.tps !*.xml !*.xaml !*.uproject !*.uplugin !*.html !*.html.template !*.css !*.udn !*.config !*.version !.editorconfig !*.cmake !*.mk !*.dsp !*.dsw !*.csproj !*.vcproj !*.vcxproj !*.vcxproj.filters !*.sln !*.xcodeproj !*.xcconfig !*.vsprops !*.snippet !Makefile !Makefile.* !Settings.settings !README !AUTHORS !LICENSE !FAQ !VERSION !ChangeLog *~ /*.sln /*.xcodeproj /Makefile /CMakeLists.txt /cmake-build-debug *.target.xml *.dll.config *.exe.config *.exe.manifest /.kdev4/ /UE4CodeCompletionFolders.txt /UE4CodeLitePreProcessor.txt !/Engine/Binaries/ThirdParty/Mono/Mac/bin/* !/Engine/Binaries/ThirdParty/Mono/Mac/etc/mono/config !/Engine/Binaries/ThirdParty/Mono/Mac/etc/mono/4.5/machine.config !/Engine/Binaries/ThirdParty/Mono/Mac/lib/libMonoPosixHelper.dylib !/Engine/Binaries/ThirdParty/Mono/Mac/lib/mono/4.5/mscorlib.dll !/Engine/Binaries/ThirdParty/Mono/Mac/lib/mono/gac/Mono.Posix/4.0.0.0__0738eb9f132ed756/Mono.Posix.dll !/Engine/Binaries/ThirdParty/Mono/Mac/lib/mono/gac/Mono.Security/4.0.0.0__0738eb9f132ed756/Mono.Security.dll !/Engine/Binaries/ThirdParty/Mono/Mac/lib/mono/gac/System/4.0.0.0__b77a5c561934e089/System.dll !/Engine/Binaries/ThirdParty/Mono/Mac/lib/mono/gac/System.Configuration/4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll !/Engine/Binaries/ThirdParty/Mono/Mac/lib/mono/gac/System.Core/4.0.0.0__b77a5c561934e089/System.Core.dll !/Engine/Binaries/ThirdParty/Mono/Mac/lib/mono/gac/System.Xml/4.0.0.0__b77a5c561934e089/System.Xml.dll /Engine/Binaries/ThirdParty/Mono/Mac/bin/mono !/Engine/Binaries/ThirdParty/Mono/Linux/bin/* !/Engine/Binaries/ThirdParty/Mono/Linux/etc/mono/config !/Engine/Binaries/ThirdParty/Mono/Linux/etc/mono/4.5/machine.config !/Engine/Binaries/ThirdParty/Mono/Linux/x86_64-unknown-linux-gnu/bin/mono-boehm !/Engine/Binaries/ThirdParty/Mono/Linux/x86_64-unknown-linux-gnu/bin/mono-sgen !/Engine/Binaries/ThirdParty/Mono/Linux/x86_64-unknown-linux-gnu/lib/libMonoPosixHelper.so !/Engine/Binaries/ThirdParty/Mono/Linux/lib/mono/4.5/mscorlib.dll !/Engine/Binaries/ThirdParty/Mono/Linux/lib/mono/gac/Mono.Posix/4.0.0.0__0738eb9f132ed756/Mono.Posix.dll !/Engine/Binaries/ThirdParty/Mono/Linux/lib/mono/gac/Mono.Security/4.0.0.0__0738eb9f132ed756/Mono.Security.dll !/Engine/Binaries/ThirdParty/Mono/Linux/lib/mono/gac/System/4.0.0.0__b77a5c561934e089/System.dll !/Engine/Binaries/ThirdParty/Mono/Linux/lib/mono/gac/System.Configuration/4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll !/Engine/Binaries/ThirdParty/Mono/Linux/lib/mono/gac/System.Core/4.0.0.0__b77a5c561934e089/System.Core.dll !/Engine/Binaries/ThirdParty/Mono/Linux/lib/mono/gac/System.Xml/4.0.0.0__b77a5c561934e089/System.Xml.dll /Engine/Binaries/ThirdParty/Mono/Linux/bin/mono /Engine/Binaries/ThirdParty/Mono/Linux/bin/mono-boehm /Engine/Binaries/ThirdParty/Mono/Linux/bin/mono-sgen !/Engine/Binaries/DotNET/GitDependencies.exe !/Engine/Binaries/DotNET/GitDependencies.exe.config Engine/Binaries/DotNET/UnrealBuildTool.xml Engine/Binaries/DotNET/AutomationScripts/BuildGraph.Automation.xml Engine/Source/Programs/AutomationTool/BuildGraph/BuildGraph.Automation.xml /Engine/Binaries/**/*.version /Engine/Binaries/**/*.exp Content/ /Engine/DerivedDataCache/** Intermediate/ obj/ Saved/ /Engine/Programs/MemoryProfiler2/** /Engine/Programs/UnrealBuildTool/** /LocalBuilds/ Engine/Binaries/DotNET/SwarmAgent.DeveloperOptions.xml Engine/Binaries/DotNET/SwarmAgent.Options.xml .DS_Store .vs .vscode .idea/ !NXProject/Source/** !NXProject/Plugins/**/Source/** !NXProject/Content/**/** !NXProject/Content !*.uasset !*.umap !*.uplugin /Engine/Source/ThirdParty/Crunch/src/bin/crunch_x64.exe NXProject/Content/Paragon*/** !NXProject/Content/ParagonGideon/** /Engine/Binaries/DotNET/GitDependencies.exe /NXProject/Binaries/** /NXProject/Build/** /.git .git* .git**
  8. manu

    WebUI Code Review Issues

    Great!
  9. rodgeralley

    WebUI Code Review Issues

    I actually had the user update their client and the comment issue has gone away! The only issue remaining, as far as this topic is concerned, is the WebUI. And it appears @mig is on that now! Thank you @manu
  10. Last week
  11. rodgeralley

    WebUI Code Review Issues

    Let me try to get with our developers and get more specific details on this...
  12. mig

    WebUI Code Review Issues

    Hi @rodgeralley, Thanks for the feedback! We have to fix the editor layout so it doesn't overflow vertically, as you detected. I'll let the dev team know so we can release a fix ASAP! Regards, Miguel
  13. psantosl

    Improved "cm.exe" command output

    Thanks Rubén, I just wanted to follow up with this: In the last versions since you wrote this we released a few command line improvements trying to make the whole thing better. Small tweaks here and there but the goal is to really make a big change in a few weeks. Check 7.0.16.2828 for instance. We reviewed some on the CLI docu. Still work to do. The plan is to continue expanding the REST API. We are in the middle of a few things right now that keep us certainly busy, but we are really committed to make all these happen. Some of the big things we are on: Tons of improvements to the macOS GUI. We always get heads up from users telling it is not on par with Windows. Multi-process server for Enterprise setups. This is a big effort and we need it to circumvent some issues in Mono and as the basis for the next Plastic Cloud we are working on. (I could talk about this for hours but I will just keep it short). New Unity Plugin. Unity teams are key for us. We are working on a big new plugin (where, small and easy, but big effort).
  14. psantosl

    Can't get rid of a pending merge link

    Why you didn't just click on Undo in pending changes? Didn't it work? Can you tell us how you were able to switch branches after a merge? An scenario will help us fix the issue.
  15. Bastienre4

    Trying to make Jenkins work with the Mergebots

    I plan to use them this way. Basically, a clean /main branch where we have subbranches corresponding to our milestone. A /main/milestoneXX branch when we need to fix some specific stuff for a specific milestone. A /dev branch where we regularly merge our work. Some /dev/featureXX branches where we really work. The /dev/feature to /dev merge is handled manually when the feature is ready. The MergeBot is responsible for merging /dev to /main if Jenkins says its ok. The idea is that the master Jenkins would then triggers one build per platform, in parallel, that we support (we're making games, so it can be on PC, PS4, XBox, etc) and if all the build succeed it's validated. I would rather like to have web-hooks that informs me when someone push but I understood that this isn't easily possible with Plastic. As for the MergeBots I can't find logs or anything that could help me to understand what is wrong
  16. manu

    Trying to make Jenkins work with the Mergebots

    @Bastienre4 No problem! Happy to know it's working now! BTW, what do you think of mergebots? How do you plan to use it?
  17. Hey @Matt, thank you very much for sharing with us the migration steps! We really appreciate it. One question, would you switch to Plastic if we offer you free licenses for an on-premise server? I know how P4 works and I think your daily work would be better and faster if you use Plastic instead. Then, once you make money from your game (hopefully soon!!! ) you can finally purchase Plastic. What do you think?
  18. chud575

    Can't get rid of a pending merge link

    i wanted to undo whatever was done, i couldn't cancel the merge. the solution was to go into the .plastic folder and delete plasticmerge file. This is a bug btw, not expected behavior. i merged, and then suddenly was able to switch branches without receiving the typical unfilled branch entry
  19. Bastienre4

    Trying to make Jenkins work with the Mergebots

    Hello @manu Thanks for your answer. Indeed it was because of the http... 😪
  20. manu

    Trying to make Jenkins work with the Mergebots

    Hi @Bastienre4! sorry about not replying sooner I can see a clear issue at the command output: [Test] $ cm switch sh:10@Test@http://localhost:8087 --silent --workspace="D:\CI\Jenkins\workspace\Test" The "http" protocol is not supported. Can you check both your client and mergebot configuration to check where the "http" protocol has been configured? You should remove it. You should use an IP:PORT format for regular TCP connections and ssl://IP:PORTfor SSL connections. Hope it helps! If you keep getting the error and you don't manage to fix it I'll be more than happy to get connected with you and review it.
  21. manu

    WebUI Code Review Issues

    BTW @rodgeralley I can't reproduce what you said about the comments, can you share a way to get if failing? Thanks!
  22. manu

    WebUI Code Review Issues

    Hi @rodgeralley, let me share your feedback with the WebUI guys! Thank you!
  23. psantosl

    Can't get rid of a pending merge link

    Hi, Yes, this is pretty normal: you have pending changes in your workspace, and one of the pending changes is a merge link. If you want to undo everything, undo the changes. Warning: you will loose the changes! It is not a good idea to switch to different branches with pending changes, that's why it is forbidden by default (you had to change a setting to allow you to switch branch with changes, it is only meant for really advanced users, because the usual is to run into trouble). So, what do you want to do with these changes?
  24. So, no matter what branch i switch to, this crazy merge link follows me, and i cant get rid of it. Also, whenever i switch branches, i get this popup dialogue, which coincidentally mentions the files from the merge. any ideas?
  25. rodgeralley

    WebUI Code Review Issues

    In checking the source of the code on chrome, we found that the footer blocks the horizontal scroll bar at the bottom. section-footer_copy[data-v-520a6f8b]{color:#64819b}.maximized[data-v-4f45c513]{height:calc(100vh - 3rem);overflow:hidden} If we change the above to: section-footer_copy[data-v-520a6f8b]{color:#64819b}.maximized[data-v-4f45c513]{height:calc(100vh - 3rem);overflow:visible} It can be seen.
  26. rodgeralley

    WebUI Code Review Issues

    When using the new WebUI, the code review doesn't have a word wrap feature, nor does it have a horizontal scroll bar. If it goes off the screen, the only way to be able to see it all is to expand the browser window across multiple monitors, or shrink the zoom significantly. Also, it appears that when our users insert comments - only the comments on the first files are remembered. Anything after gets lost. Is there anywhere in the config files that I can make a change to fix this?
  27. calbzam

    Cloud Sync View and Encryption

    Hi, - From your explanation, you are using a centralized workflow: workspace directly pointing to a cloud repo where you checkin, update... The sync view feature is only useful when following a distributed workflow: you have a local repo where you perform local checkins and then you need to sync (push/pull) your local branches with the cloud repo. The sync view is not about syncing workspaces but syncing repositories: https://www.plasticscm.com/branch-per-task-guide/gui/whats-a-workspace - The encryption password is locally stored so every developer working with the cloud needs to know this password. Every developer needs to use the same encryption password. If not, the data won't be recoverable by the rest of the team. Regards, Carlos.
  28. JoRangers

    Cloud Sync View and Encryption

    Hi, I have read some of the documentations and watch some tutorials. After some days of test, I have 2 questions : First, I don't understand the use of the sync view for plastic SCM Cloud edition. Here is how I work with my dev team : 1) We create a repo on the cloud server 2) Then we create directly a workspace from the new repo on our pc (from the Cloud Tab) 3) During development, we only use checkin (in Pending Changes) to push changes and update workspace (in Workspace Explorer) Currently, we don't have an issue with this workflow. All the data are correctly shared across PCs (files, changesets) So I guess my data are on the cloud. Is it correct ? But what about the sync view, I have some changes (outgoing & incomming) to do. Why do I see these changes ? I thought one use of the sync view is to sync my local workspace with the repo on Cloud. But the checkin button seems already to do it. Have I done something wrong ? or is it normal ? ----------------------------------------------------------------------------------------- My second question is about the Cloud server encryption For the first checkin or update on a repo on the cloud. I need to create and confirm a password for the encryption. But I don't understand why the others devs need to create and confirm a password for the same repo at their first connection with the cloud. I though they are only able to enter a password and not create it because I have already done on my pc. Is the encryption password for the repo only local and isn't share on the cloud ? Thank you for the help !
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