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Hg setting up pre-hook to not allow commits when there are unknown files

Posted by SirGru on Aug 19, 2016.


By default Hg will not warn you about the files created, but not yet added. This can create a situation where you have created a commit, but that commit does not include newly created files. Everything seems fine, but the push is incomplete....


ES Flow: gitHubFlow for Game Development

Posted by SirGru on Aug 13, 2016.


In software development much has been said about the use of a standardized source control workflow. As in all things software-related, we are looking for established best practices and ways to improve our daily work. I will show the workflow we are experimenting with currently, which is heavily based on gitHubFlow.


Intermediate Advanced Mercurial tips: Game Development perspective

Posted by SirGru on Aug 12, 2016.


There are many resources online about working with Source Control and Mercurial, but few focus on more intermediate tips and working teaching good practices and shortcuts. This is my comprehensive tutorial giving you all my best tips and tricks when working with Hg, with some focus on game development environment.


Setting up RhodeCode for Private Hosting

Posted by SirGru on Nov 25, 2015.


RhodeCode is one of the most popular options for hosting your own Mercurial repositories. It installs on Windows and Linux; works with hg, git and svn; offers an automated setup (even under Linux) and allows you to easily manage users and permissions without messing with configuration files and proxy scripts for Hg. Don't get me wrong, Bitbucket is great, but it allows only for 1GB storage (after that they will send you an email daily, and will cap out at 2GB). Since my last project – which was very simple – turned to be around 7GB heavy, I had a serious thought about self-hosting. RhodeCode is free for up to 25 developers which is more then fine in my case.


Mercurial with Largefiles Why it is not a solution for game development

Posted by SirGru on Nov 25, 2015.


It's no secret I like how Mercurial works, I use it my coding and Game Development projects. However, it is important to know what it is, and what it is not; there seems to be a bit of confusion about its relationship with Large files.


How to set up Source Tree with Code Compare and Unity Yaml

Posted by SirGru on Nov 25, 2015.


Today’s article is going to be about a complicated topic that often gets overlooked in Game Development: Source Control. We will focus on my favorite tools: Unity Engine, Mercurial (Distributed Version Control System), SourceTree (as GUI for Mercurial) and CodeCompare (as external tool to merge files). Some of these combinations are not really well documented, so rather than rehashing documentation on my blog I will post my solution which I believe is optimal and unique.










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