[Request] Instructions on how to set VCS

Hello, im asking for some tutorial on how to set up SVN or perforce so they work in the editor with plugins, and wich folders should be ignored. Currently working just by placing the whole project folder into the team SVN server, but there are loads of files generated by visual studio and other strange editor files, wich we are trying to see wich ones have to be shared and wich dont

I will put the final instructions:
Remove the Intermediate and Saved folders from the repo, they are temporal files that dont need to be shared.
The content folder holds all the assets and levels, it has to be shared.
To send code to team mates, you can send the SLN and Source folders so other programmers can edit the code and compile it.
To make teammates be able to use the new code, build the project in visual studio as “Development Editor”, it should create 2 files in the Binaries folder. YourGame-Editor.dll and pdb . those files have to be uploaded and nothing more from that folder should be shared, as the other things are debug dlls and temporary backups of the dlls.

You want to svn:ignore the Intermediate and Saved folders at the root of your project tree. Delete those folders if they’re already commited!

You also want to svn:ignore *.sdf and *.sln at the root of your project tree.

That should get you going!

Also svn:ignore the *.suo file in your project root.

You should not commit your DerivedDataCache folder if it is created. This contains intermediate data used by the editor.

Its also worth noting that the root of your working copy should be at or above your project directory for the source control features of the Editor to function as expected.

Im having some problems trying to upload code to a team member that doesnt have visual studio to recompile. ive tried sending the entire Binaries folder, with ALL the Dlls, and nothing, he even goes back in time and the engine starts using an older dll.
Assets work fine. The project folder is inside a “projects” folder, wich is in the folder with the engine build.

The Binaries folder should be included in your repository so that users without compilation facilities can run your modules.

What do you mean by ‘and nothing’ - does the Editor not load the newer dlls? Does the Editor not run?

the editor doesnt load the newest DLL
My team members just cant play the latest version compiled, and im uploading the whole binaries

It sounds as if there could be a dependency on a missing dll in the updated binary.
Can you give us any more detail? For example:

  1. Do your other team members have the same version of Rocket installed?
  2. What change was made in the intervening time between commits?
  3. Can you make a minimal change (like simply rebuilding, or adding some whitespace) and have other people sync to the latest binaries to check if that works?
  4. Do you get any specific errors displayed?
  5. Do you get any log messages output?

Please give as much information as you can to help us resolve your issue.

Ive tried even commiting the entire project folder, and it jumps to the dll the editor wants, not the latest. Ive already tried the minimal recompile.

What is the filename of the dll you are expecting to load, and what is the filename of the dll that gets loaded?

The compiling inside the editor creates temporal DLLs, something like RocketEditor-MyGame-1234.dll , and compiling from VisualStudio creates RocketEditor-MyGame-Win64-Debug.dll, what i want is that my mates can just see the latest features i coded, but, when i commit the folder, their engine still uses a DLL wich is not the latest one, ive tried compiling in visual studio, deleted the temporal dlls, but then the editor doesnt load, missing module name, even in my pc. so i cant delete the older DLLs. When i send the whole folder to my mates, their editor loads a random one, not just the latest. The latest is the Win64-debug dll, wich i compiled in VS, with a simple recompile, also, one of those numbered DLLs have the latest code, so i esentially have the same DLL with 2 names in that folder. but the editor refuses to load that dll, and loads a different one from the loads of temporal DLLs, the strange thing is that the day after, my mate loaded the project and it selected the correct DLL.

I recommend not including the temporary ‘hot-reload’ dlls in your SVN repository. They are only ever meant to be loaded by a single instance of an Editor on a single machine & not shared between team members. If you want to commit a new binary for others to use, you should only commit the binary built via visual studio.

I know that at the moment this is non-trivial to do, as the dlls do not have a consistent name or path with which to filter them. I will raise an issue to investigate ways to improve this.

Now, to the point you mention about the Visual Studio dlls not loading on your local machine; what is the exact error you receive when doing this? Is the module in question being built to your binaries directory?

Looks like i found a way to solve it, i deleted the WHOLE folder of binary DLLs, and i built the game in visual studio setting it as “Development Editor”, and it looks like it recognizes the DLL nicely, ill check if i can upload it and it works for my team mates.