SUGGESTION: Better Source Control support

Started by deltamatrix, Wed 14/12/2011 13:23:36

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deltamatrix

Hi,
(Apologies in advance if this is already suggested or being worked on)
I was randomly thinking that given the nature of AGS dev project often bring a smallish team spread across the globe, AGS would benefit if you guys working on the open source AGS code could better integrate it with source control systems.

Particularly if the sprite database is instead stored as its individual files rather than one integrated sprite database file.
Also split the crm files out into separate config files and image files for the hotspots, regions, scripts, walkables etc.

It would be cool if SVN or GIT plugins were available to directly link up to a source control backend.

Thanks
BAD WOLF - TORCHWOOD - MR SAXON - THE BEES ARE DISAPPEARING - PANDORICA - RIVER SONG

monkey0506

Just to be clear, this is about versioning AGS projects, not the source code of the editor/engine itself right?

The latest version of the AGS Editor (3.2.1 and later) provides (exposed to the Editor plugin API) an interface (ISourceControlProvider) that allows anyone to write a(n Editor) plugin and replace the built-in source control methods (which link to the Windows default MSSCCI provider) with any versioning system you want (regardless of whether it uses MSSCCI).

I was working on an SVN plugin before I got distracted. :=

SVN is really picky about a lot of things. Haven't ever looked at GIT but it might be easier to do a plugin there...

Snarky

We were just talking about the benefits of not importing graphics resources into an internal sprite file over on the Adventure forum (the "Why Isn't There a Modern Adventure Game Engine?" thread). I definitely think it would make source control easier. And I'm not even talking about a built-in plugin, just manually committing your game folder to a source control repository.

Monsieur OUXX

Quote from: Snarky on Wed 14/12/2011 16:17:37
We were just talking about the benefits of not importing graphics resources into an internal sprite file
(...)
I'm not even talking about a built-in plugin, just manually committing your game folder to a source control repository.

^ This.
More generally, I think an AGS game project would greatly benefit of having all its resources split into different files -- all the way until the final game's release. It's already the case for music and sounds, if I'm not mistaken.
In particular:
- the script files (without having to import/export them)
- the translation files (I can't think of a clever way but you guys are smart)
(I don't mention pictures as they are binary -- but scripts and translation are text files so it would be more natural)
 

deltamatrix

Quote from: monkey_05_06 on Wed 14/12/2011 14:14:10
Just to be clear, this is about versioning AGS projects, not the source code of the editor/engine itself right?

Yes just AGS projects. Better support for cloud based development is now a MUST for AGS given the nature of a typical online development community and the current age of cloud computing. The 'cloud' is a big buzzword as we all know now and AGS would likely win some marketing points if it can flaunt that kind of ability.

Also makes it easier for individuals to continue working on their games during their work lunch break when the boss ain't looking lol. Imagine being able to checkout the latest code and then continue at home or on holiday (if your that obsessed!)
BAD WOLF - TORCHWOOD - MR SAXON - THE BEES ARE DISAPPEARING - PANDORICA - RIVER SONG

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