- PERFORCE DOWNLOAD ALL FILE THAT CONTAIN MANUAL
- PERFORCE DOWNLOAD ALL FILE THAT CONTAIN SOFTWARE
- PERFORCE DOWNLOAD ALL FILE THAT CONTAIN CODE
You say that branching would be nice, but not something that you absolutely need. It also sucks in asset management as well.
PERFORCE DOWNLOAD ALL FILE THAT CONTAIN CODE
Since it doesn't specialises in source code management as such, it sucks for source code management. With having one big repository of everything, chances are, that it will turn out to be a case of jack of all trades, master of nothing.
PERFORCE DOWNLOAD ALL FILE THAT CONTAIN SOFTWARE
Software should be largely agnostic of the data it is working with. That is to say, with that feature implemented in the software you are working with, there is very little need to tightly couple your source code and the assets you are working with. Nowadays most games have ways built-in to manage their assets, such as downloading new models, maps, textures etc. Whatever your choice of Version Management software is, I believe this is a quick hack approach to this problem, and likely to be outdated. That is, source code and all binary asset, if stacked up in a single repository, you can couple the code with some features of the binary asset. Here is my two cents:įirst of all, the problem is that a lot of developer who is working, or used to work in the game industry has a notion that the version management has to be one single entity. I used to work in the game industry, and my last two jobs outside of it was also Perforce domain. The downside is that this requires tool integration to issue edit commands to the server and this is often absent or doesn't work well - Unity's P4 integration is pretty bad, in particular. I regularly have workspaces that have 100k+ files in them and it would be a dealbreaker if Perforce had to scan the entire local filesystem for changes like some other version control systems. When it comes to assets, people tend to focus on the size of assets, but the count is also a big deal. The DVCS commands finally provide a workable offline flow that preserves history that if it's enabled on your server. P4VC also lets you launch the revision graph or timelapse view from the command line.
PERFORCE DOWNLOAD ALL FILE THAT CONTAIN MANUAL
Some critical operations that used to take multiple manual steps or the GUIs have finally gotten direct commands, notably status/reconcile, clean, move/rename, and copy integrations. There are still operations that are easier to do in ancient P4Win than in P4V, even basic stuff like organizing files between changelists. There are still a lot of rough edges in it, such as list columns that are never sized properly and an integration dialog which badly needs a streamlining pass.
If there is no code in your link, it probably doesn't belong here.
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