Ennoble Tutorials

 

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.


Making Unity's WWW class work in Editor scripts

Posted by SirGru on Aug 08, 2016.


This article shows you how to use Unity's WWW class in your editor scripts.


Styling Todoist

Posted by SirGru on Jul 04, 2016.


This article will show you how to apply a custom CSS style to any web app - here Todoist - for greater readability and just making it more pleasing to the eye.


Tips for publishing on Unity Asset Store

Posted by SirGru on Apr 18, 2016.


There are thousands of Unity extensions on Unity Asset Store. After you submit your creation, it takes quite a bit of time before it gets verified by Unity team. For timely delivery on this competitive market it is crucial to get it right the first time.


Avoiding Memory allocation for strings

Posted by SirGru on Mar 07, 2016.


Demonstration of a pattern for avoiding memory allocation in string arrays. Useful for health bars, damage displays on screen.


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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