Plastic SCM 5.4.16.771 » Developer.Team

Plastic SCM 5.4.16.771

Plastic SCM 5.4.16.771
Plastic SCM 5.4.16.688 | 90 Mb


Scale up to huge projects, big teams and large binaries

Work with teams with hundreds of developers on the same project.
Develop projects with huge binaries and unmergeable contents (like game development and simulation)
Handle large codebases with more than 500k files, and thousands of revisions and version control operations will still be fast
Enforce best practices with fine grained security.
Store everything on robust and standard databases.

*Big - if you’re building large scale software, involved on a project that is critical to your company, you’ve to handle huge files or need to run complex merges, then Plastic SCM can help you keeping things under control.

Because you get a real DVCS without the shortcomings.

Teams worldwide are moving to distributed version control and then they find:

Plastic is the only DVCS designed from the ground up for companies, while all the others come from an open source background.
None of the other enterprise oriented products can do real distributed version control and many are weak with branching and merging or perform poorly under heavy load.

And Plastic can handle what the open source DVCS can’t:

Teams that need to handle huge binaries (like happens with game developers.
Teams working on large projects (>300k files) and unmergeable content.
Developers that need a good GUI and visualizations.
Teams that need the ability to work centralized or even have entire groups at different multi-site locations, and they need a system that scales.
Companies that require extended security.
While they can still sync with Git.
You can think of Plastic as a superset of the open source DVCS that adds extra features (although it is not based on them).





Use task-branches to develop

Create one branch for each new feature or bug fix. Checkin often, diff your own in-progress work, share, test...
Merge even when you heavily moved files and directories.
Visualize the repository with the Branch Explorer
Diff code semantically even when methods were moved across files.

Go distributed

Enable teams from different cities collaborate on the same project faster: one server on each side, no latency issues, no proxy-based fake DVCS.
Let developers have their own repositories.
Perform all the replication operations visually and preview the push and pulls.
Seamlessly work with Git projects.
Work in central mode without a local repo anytime you need it.

Develop video games with artists and developers using the same version control for large binaries and code

Developers can take advantage of full branching and merging and distributed development.
While artists can checkin huge files, use exclusive checkout (locking) and specific image tools.
Teams can setup different servers at different sites and work centrally on each (even hundreds of developers on a single server) or go as distributed as they need.
And our engineering team is open to collaborate with your tools team to integrate your current toolset with Plastic SCM.
Seamlessly work from Unity using the native plugin.
Plastic Gluon - a new GUI and workflow designed for artists in game development

Release 5.4.16.771

AUG 12 2016

NEW
Gluon CLI: cm partial configure command now accepts a new flag: --ignorecase. With this flag, the command ignores casing on specified paths. Example:

* If the user types the following command: cm partial configure --ignorecase +/data/teXtures, the command will work for loading /Data/Textures.

NEW
Command Line Interface: cm listlocks command now accepts a new flag: --ignorecase. With this flag, the command ignores casing on serverpath specs. Example:

* If the user types the following command: cm listlocks --ignorecase serverpath:/conFIG/enViRonMENt.cnF#cs:499, the command will work for listing locks on /Config/Environment.cnf, if any. (It is supposed the /Config/Environment.cnf file exists in changeset tree cs:499).

NEW
Gluon: 'Configuration mode' is now able to automatically unload files from their old location when they need to be loaded in a new location. This is useful when there are files that are checked to be loaded in their new location but they were already loaded in the workspace in an old location.

(Before this release, an 'item already loaded' error was shown to the user).

NEW
Windows, Linux and Mac OS GUI's: Added telemetry to Plastic SCM to track exceptions and useful info that will help on troubleshooting issues.

NEW
Mac OS GUI: Several aesthetical fixes were made in branch explorer properties viewer, configuration dialogs and pending changes view. Some dynamic texts did not fit inside some labels.

NEW
Mac OS GUI: Added Cmd + F shortcut in the 'Items' view to focus the search textbox.

NEW
Linux (GTK) GUI and Mac OS GUI: Fixed progress message in 'Checkin to another branch' dialog. The name of the newly created branch was not shown.

NEW
Check in: The initial step of the 'checkin' operation (generating data to submit) has been improved. On Linux-based OS is 4x times faster. Windows it's 13% faster.

BUG
Server: The 'change revision type' command was unnecessarily cleaning the server caches. Fixed.

BUG
Gluon: the check in operation for a moved item with the source parent deleted was failing when the deleted parent was processed before the moved item. Example:


* move /src/lib/foo.c -> /foo.c

* rm /src/lib

* cm checkin

If the rm operation was processed before the move, the check in could fail. But now this issue has been fixed.