![]() ![]() It’s possible to make a fork of the manual, create edits in a branch and submit them as a pull request. There is also basic support for online editing of the user manual in Gitea. This workflow should be familiar to those contributing to the Blender source code or using other platforms such as GitHub. With the move to Git, the repository is browsable on, and contribution and review is done through pull requests. Developers and technical writers with existing commit access will need to make sure to set up SSH Keys to be able to push changes to the repository. Blender Manual MigrationĬontributors to the project should delete their exiting local repository and read the updated contribution guides to learn how to contribute using the new Git repository. The Blender libraries, test files and user interface translations will follow later. The first repositories that were migrated away from SVN are the Blender manual and its translations. Ability to work and make commits offline.Using Git rather than SVN gives developers and technical writers the following features: With the addition of Git Large File Support (Git LFS) and the recent move to Gitea, we can now use Git for all repositories. This was due to poor support for binary files such as images and executables in Git. However while the Blender source code uses Git, other repositories like the user manual and libraries continued using SVN. ![]() The Blender project first used CVS as its version control system, then migrated to SVN, and later to Git. Often its better to just have some clean rules around how you update scenes (for example elect scene owners who change the scene, others must clone and request a merge).Today we would like to announce the first steps in saying goodbye to Subversion, also known as SVN. Sorting this out tends to curb progress for projects where people aren't in the same building (which I imagine applies to students working from home). Note also locking has its own problems, namely people not releasing locks. Setting up git on your own server with LFS on *nix is pretty simple although maybe not quite as simple as SVN. It does cost a bit for the storage as most free repositories have a fairly small size limit. Its supported fine by the CLI and SourceTree and supported by major providers, generally by ticking a checkbox (github, bitbucket, etc). Git LFS including locking is reliable, although maybe a bit slow (but I mean really you only lock a few files so it shouldn't be much of an issue). I've no problem with SVN but I think your git information is a bit off. I’m pretty new at SVN so I’m sure I haven’t thought of everything. However, I know people are already using SVN with unity projects and might have some good ideas that I simply haven’t thought of. I have some student projects that are using SVN right now and will be using what seem like good values for these and I will try and report back here with my experience. Are there file extensions that will always need to be locked that we could add to auto props?
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