![]() ![]() I know I might be 10 years late, but was struggling to find a solution, so hopefully this will be helpfull to someone. Unzip Compare-plugin in temporary folder. Download Compare-plugin v.2, from: for Notepad++ 7.5 and above use Compare v2. Press F1 to find out if your Notepad++ is 64bit or 32bit (86x), hence you need to download the correct plugin version. If thenĭo shell script "/usr/local/bin/kdiff3 " & a & " " & b Start your Notepad++ as administrator mode. Navigate to your working copy in Finder and right click to access SnailSVN functionalities. Checkout a SVN working copy with SnailSVN (File SVN Checkout) or add a SVN working copy to SnailSVN. Enable SnailSVN Extension in System Preferences Extensions. specify an external merge/diff tool to address the shortcomings above - reverting. In a few steps, you can start using SnailSVN easily: 1. Set b to second item of arguments as string or add an existing SVN working copy to SnailSVN (SnailSVN Preferences. Set a to first item of arguments as string docx and kdiff3 for other files, and this could be expanded to other tools as well. I expanded the script to send the files to the appropriate tool based on filetype. The only problem is having to grant access to all of the three temporary files This can be run as following osascript old.docx new.docx, or added as difftool in your. ![]() ![]() Set new to second item of arguments as string Set old to first item of arguments as string So using TortoiseSVN seemed like a good trade as people using SVN would probably have it anyway and be familiar with it.I wrote a tool in applescript for using MS Word for diffing word files: on run (arguments) That would take too much effort to code and support (I guess this is why UVC fell behind). Compare SourceTree VS SnailSVN and find out whats different, what people are saying, and what are their alternatives. Initially I wanted to do similar plugin to the UVC, but that would mean re-implementing all the TortoiseSVN windows in Unity. ![]() We evaluated the PlasticSCM and it looked promising, but didn't have the time to switch + had problems migrating all the history from SVN. Having our project in the Unity cloud sounds weird since its current size is 150+ GB. Currently, the UVC asset store plugin does something similar, but it hasn't been updated in 3-4 years and it didn't work well on the newer Unity versions when I tried it. Artists didn't have to leave Unity and the UI was clear and simple. It was very well integrated and did most of the stuff I wanted. This was my best collaborating experience ever - everything was done in one Unity window. In relation to the Unity collaborate stuff - I have used many years ago the Unity Asset Server. SVN is good during the games creation phase, but once the game is released and you have to keep the game stable, issues arise. Of course, SVN has its drawbacks, especially with branches & tree conflicts. I'd love to know what big Unity (or any engine) projects use git as we have this git vs svn argument in the office :D They all use perforce (with lots of tools) or svn. Mostly because it is simpler (than git) to use and understand by artists, as we have a lot of them (we're 50+ people in total).Īs far as I know in Bulgaria, there is no game dev studio larger than 4-6 people that use git. We use SVN for the same reasons u/Yuuki-Fullko mentioned. ![]()
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