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  1. Ah right! Thanks for that. Just to clarify, was the reason I was seeing that error message because my server.conf file had the ForceBuildNumberMatch parameter set to 'yes' (sic), rather than the supposedly default 'false'? (I had not changed that setting btw)
  2. Hi there, I thought I'd have a go at upgrading our Server for the first time, following this guide. https://www.plasticscm.com/documentation/administration/plastic-scm-version-control-administrator-guide#Chapter11:Upgradesystem After upgrading the server, I expected to open up a GUI on the client-side and be presented with an option to upgrade the client to match the server (as the article describes), instead all I got was this: I have an upgrade-windows.xml which appears to be configured the same as the article suggests: <ScriptActions> <Actions> <SetStatus Msg = "Downloading Plastic SCM installer ( ..." /> <SetDistraction Msg = "" /> <SetProgress Value = "20" /> <Download Url = "http://www.plasticscm.com/releases/" ExecuteAfterDownload = "true" DeleteAfterExecute = "true" ContinueOnError = "false" ShowProcessWindow = "true" CloseUpgradeAfterRun = "true" FinalProgress = "100" /> </Actions> </ScriptActions> Not sure what I'm not doing properly (or not doing at all...), so any help would be appreciated! Cheers
  3. Thanks heaps Mikael! That solved my issue. Definitely something I need to keep in mind in the future! Cheers
  4. Hi there! I'm not sure if I'm approaching this in the right way, but would appreciate any feedback regarding my process. I have a dedicated build server with Jenkins installed that has a Plastic user associated with it, and am attempting to run nightly Unity builds and keeping a local partial workspace up to date using the following Windows batch command: cd /d d:\plastic\projects cm partial configure +/%PROJECT_NAME%/WebGL --ignorefailed cm partial update /%PROJECT_NAME%/WebGL However this seems to be getting itself into a very confused/tangled state (or maybe it's me in the very confused state...?) after new items are committed by other users. If I check status, I can see a couple of files checked-out, however when I try to undo checked out items I get: "The object is currently locked. Try later. Workspace: 'd:\plastic\projects'." If I try to update the workspace: "Access to the path [workspace]\.plastic\plastic.wktree is denied" My two questions are: 1. How do I get out of this loop that I'm stuck in? I can't undo checkouts, and I can't update. I can't even delete the workspace directory and start again... 2. What am I doing wrong to get myself into this bind? Should I approach updating a partial workspace in a different way? Thanks in advance for any help
  5. Thanks the info Carlos. It was just a little bit of a surprise to me after I'd spent a week or so setting up our repositories (incl. the external Git libraries) and then having the first users tell me they're not able to get a license 🤣
  6. I'm also having this issue, (5 licenses purchased, only 4 registered on the server interface) When I print cm li I seem to be getting users of github repos that I have synced repositories from?! I was able to deactivate the users through the command line as an adminstrator, but it is still a bit concerning that these users were created behind the scenes, and weren't able to be managed through the server's web interface
  7. Fleer

    Custom "Open with" options in Gluon

    Done, thanks! https://plasticscm.uservoice.com/forums/15467-general/suggestions/35178232-add-custom-open-with-options-to-gluon
  8. I was wondering if it is possible to be able to get similar Open With functionality from Plastic SCM over to Gluon? The ability to be able to define custom "Open with" targets would be indispensable for our work. For example, Autodesk Maya's versions are frustratingly difficult to configure with Windows 10 (only one option appears in the Default Apps settings), and this would configure ALL Maya files to open with that one version. We require the ability to be flexible and open files with different versions of Maya for different projects (based on when that project kicked off, therefore maintaining project compatibility). It'd be amazing if the Custom "Open with" options were available within Gluon for our artists, or the ability to set those options within Plastic SCM and have it carry over to the Gluon interface. This might be possible already? I'm just unable to find it.
  9. Fleer

    meta files incorrectly tagged as binary

    I've found the source of this issue! For some reason I had a local filetypes.conf file in AppData\Local\plastic4 that was overriding the global .meta:txt definition with .meta:bin Everything now works as expected 😊
  10. Fleer

    meta files incorrectly tagged as binary

    Hi, Thanks for your suggestion, but you'll note that in my original message that I am configuring it globally (as noted under filetypes.conf in https://www.plasticscm.com/documentation/administration/plastic-scm-version-control-administrator-guide.shtml#Chapter16:Configurationfiles) I also mentioned that I understand that only new files are affected by new rules, and this is affecting newly-added files.
  11. Hi there, I'm noticing that new .meta files that Unity generates are being marked as a binary file type, even after I have added the line '.meta:txt' in a filetypes.conf file in a plastic-global-config repo. I understand that existing files of that type are not covered by the rules, but this is affecting newly generated .meta files. Any suggestions on what I might be doing wrong?
  12. Fleer

    Exclusive Checkout for all repositories

    Hi, just wondering if there has been any development on this?