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vostok4

205 karma · joined December 3, 2017

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vostok4··on Gitlab ‘rethinking’ third-party telemetry
Ah, I think that may be due to the patch submission structure of Phabricator more than anything else. I can understand why a major open source org wants to adopt something else that people have as muscle memory (ie. pull request style collaborating). I don't think that reflects the development of Phabricator at all, like I said, its become more robust and features are becoming more mature every week (and there's still some big installations out there, like Wikimedia).
vostok4··on Mercurial RFC of a new extension to directly operate on Git repositories
Recently I wanted to understand in a git repository what was different on the remote vs what I had locally.

The best I could stackoverflow for git was "git fetch; git whatchanged ..origin"

In Mercurial its even better (since it doesn't modify anything locally like git fetch does): hg incoming

Want to see what will be pushed? hg outgoing

When I use Mercurial I just don't think about it as much, it does what I expect it to do, which is something that is easy to take for granted.

vostok4··on Gitlab ‘rethinking’ third-party telemetry
Where does this sentiment come from? I've seen it posted before.

I've been using Phabricator for 2 years and development seems to have picked up, if anything. They seem to be polishing what they have and making everything more robust, an odd thing to do if its going the way of the dodo.

vostok4··on Mercurial with Largefiles: Why it is not a solution for game development
I actually setup a small studio to work exclusively on a Mercurial largefiles-based VCS. I would say its one of the best solutions today on the market for self-hosted free users.

Why? Perforce's integration to Unity is quite poor (they have a huge untapped market here), so you end up having to resolve a lot of things slowly in their tools. Git/HG are much faster in my experience at detecting changes and interacting sanely with them. Also the team could never learn why a file is checked out, why can't they commit, etc.

We regularly clean out our largefiles cache on disk, so most of the time everyone just has the latest version of a given binary file on disk. The server of course has every revision, but I want that.

And most important of all: with small tweaks we're able to use Phabricator for all of our task management/documentation workflow. Getting VCS hooks out of the box to let artists say "Adding typewriter model, please review T555" in their commit and having that task automatically get assigned to the reviewer is priceless.

Most of my team doesn't have any idea what VCS is, but they've learned to use TortoiseHg (they call it "the turtle") and Phabricator to organize ourselves.

While Mercurial isn't the only way to get there, its free, its fast, its simple, and it unlocks the power of Phabricator (so does Git+LFS I believe).

So in my experience, I would say hg+largefiles is an excellent solution for game development.