Source control and changing engine source questions
by kcpdad · in Torque 3D Professional · 04/29/2011 (7:29 am) · 2 replies
What parts of the SDK do people check into source control? I used to check in the whole SDK after installing it with TGE but now that seems excessive especially with all the html doc files.
If I'm changing the engine source do I just change it directly under the engine directory or is there some way to add changed source files to the generated project and have them override what is under the engine directory? I'm using VS 2008.
thanks!
If I'm changing the engine source do I just change it directly under the engine directory or is there some way to add changed source files to the generated project and have them override what is under the engine directory? I'm using VS 2008.
thanks!
About the author
Hobbyist working on a tank game when time allows. Play the prototype at => http://www.sytrept.com/60tons/
#2
When we work with 3rd-party SDKs we always commit it completely to Subversion using the vendor branch pattern.
Because of that we have the change history of every version of Torque from TGE to T3D in one vendor branch giving us the history of changes between each release.
04/29/2011 (1:16 pm)
@kcpdadWhen we work with 3rd-party SDKs we always commit it completely to Subversion using the vendor branch pattern.
Because of that we have the change history of every version of Torque from TGE to T3D in one vendor branch giving us the history of changes between each release.
Torque 3D Owner Bryan Sawler
muteki corporation
If you're trying to add new functionality/classes then I add them to the src folder in the game and then add them to the Bundle/DLL project from there.