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I worked at Unity for a couple years and they are one of the biggest users of (and maintainers of) the Mercurial LargeFiles extension, so I was using that on a
by m12k 11y ago
I worked at Unity for a couple years and they are one of the biggest users of (and maintainers of) the Mercurial LargeFiles extension, so I was using that on a daily basis.
I agree that it should be a measure of last resort, but if you can't avoid working with big binary files, it makes the difference between a workflow that is a bit more cumbersome, and one that just grinds to a halt. Getting this functionality in git is great. And it'll mean a huge step forward in collaboration tools for game developers. You pretty much can't avoid big binary files when making games - and so far they've been stuck with SVN or Perforce (or the more adventurous ones are trying out PlasticSCM, which apparently is pretty nice too, but is proprietary and doesn't have a big ecosystem around it like git does). I hope this can lead to a boom of game developers using git.
- babuskov 11y agoYup. I'm using git for game source code and I'm often holding off any commits to graphics/music until project is done. Any workaround outside git means you have two systems to manage and it can get really painful.