10/14-18
Oct 14-18
Last week was mainly small bug fixes and dealing with SVN issues. Dealing with the SVN was a pain but I think now it will be worth the time we spent fixing it. The first thing I wanted to do was to remove the old repos to avoid stuff being taken from other projects and breaking redirectors. This caused the main issue as we tried to delete repos that had files that were still locked, just on working copies we didn't have. The way we overcame this was to go into the "check for modifications" window and get locks for all files. Then it complained that we didn't have locks for some of the files because of those locks on non-existent working copies. To fix that we were able to break those locks and release all of the other locks. Only after ll of that we were able to delete the old directories. Also in my research into SVN-Unreal integration, I found that it is not possible to check in DefaultGame.ini or DefaultEngine.ini like you would any other file. Instead you have to use something like Tortoise to commit those changes. This is the reason why our team was having input issues as one person would add an input for example but it would never be submitted so everyone else would be forced to create the input themselves and rewire the blueprints.
Last week was mainly small bug fixes and dealing with SVN issues. Dealing with the SVN was a pain but I think now it will be worth the time we spent fixing it. The first thing I wanted to do was to remove the old repos to avoid stuff being taken from other projects and breaking redirectors. This caused the main issue as we tried to delete repos that had files that were still locked, just on working copies we didn't have. The way we overcame this was to go into the "check for modifications" window and get locks for all files. Then it complained that we didn't have locks for some of the files because of those locks on non-existent working copies. To fix that we were able to break those locks and release all of the other locks. Only after ll of that we were able to delete the old directories. Also in my research into SVN-Unreal integration, I found that it is not possible to check in DefaultGame.ini or DefaultEngine.ini like you would any other file. Instead you have to use something like Tortoise to commit those changes. This is the reason why our team was having input issues as one person would add an input for example but it would never be submitted so everyone else would be forced to create the input themselves and rewire the blueprints.
Comments
Post a Comment