BrianMcNett Posted January 22, 2014 Share Posted January 22, 2014 I second what blizzy78 wrote. You could use any of the many Git tools with the GitCraft repository. For instance, you could use the console git to push the repository. It is just a git repository in the saves/<saved game name> directory, and it will work with any tool that works with git repositories. I am not planning to add the pushing functionality into the plugin, though. The plugin is supposed to make git useful during the normal game. I don't think that the use-case for pushing those repositories justifies supporting it in the plugin right now. I believe that typically pushing is not done nearly as often as craft revisions.I'm setting up an account on github for other reasons, but could easily test this out both from the command line and with the GitHub GUI tool on the Mac. I'd love to be able to create and iterate my craft and share the resulting iterations. Thanks again if I haven't already, for creating this. Link to comment Share on other sites More sharing options...
mhoram Posted January 23, 2014 Share Posted January 23, 2014 (edited) Very cool tool. I already thougt about revisioning my rockets with git, but having git within KSP is simply grandious. A non-intruding must-have Addon!By the way, git supports post-commit hooks, where one can simply script that it should be automatically pushed.Edit: May I ask you to test your mod in combination with Kerbal Engneer Redux. Whenever I 0.9b2-Git-Load a rocket that has a part of KER on it, the editor freezes after the rocket appears in the VAB. Edited January 23, 2014 by mhoram Link to comment Share on other sites More sharing options...
swamp_ig Posted January 24, 2014 Share Posted January 24, 2014 Maybe a simple way of adding a comment to the commit would just be to pull the description field from the craft, or some subsection of it.You could put in at the end of the description, and everything after that becomes the commit comment and also removed from the craft description. EG:Revision:Added the rocket engines to the cockpit. Is this a good idea? Link to comment Share on other sites More sharing options...
exm Posted January 24, 2014 Author Share Posted January 24, 2014 swamp_lg -- yes, it is a good idea. I am thinking about how to handle the commit comment and other related data, like deltaV and so on. There will be some support for commit messages and craft annotations in the next version. Link to comment Share on other sites More sharing options...
exm Posted January 24, 2014 Author Share Posted January 24, 2014 Edit: May I ask you to test your mod in combination with Kerbal Engneer Redux. Whenever I 0.9b2-Git-Load a rocket that has a part of KER on it, the editor freezes after the rocket appears in the VAB.Unfortunately, I cannot reproduce the issue you are describing -- a small ship with the "ER-7500" unit on it appears to work with Git. Is there any possibility that you can share your .craft file that triggers freezing? Link to comment Share on other sites More sharing options...
blizzy78 Posted January 24, 2014 Share Posted January 24, 2014 Edit: May I ask you to test your mod in combination with Kerbal Engneer Redux. Whenever I 0.9b2-Git-Load a rocket that has a part of KER on it, the editor freezes after the rocket appears in the VAB.When the editor freezes, press Alt+F12 and look for input locks. Please list them here. Link to comment Share on other sites More sharing options...
mhoram Posted January 24, 2014 Share Posted January 24, 2014 Thanks for the hint about input locks.I found out how to reproduce this issue with any ship.Move the git-window so that the load-button is within the bounds of the KER window.Click on the load button while the mouse pointer is also over the KER window.It seems like this is more of a bug in KER that it does not reset it's input lock when a new ship is loaded.Workaround: Before clicking on the git-load button make sure that the mouse pointer is not over the KER window. Link to comment Share on other sites More sharing options...
BrutalRIP Posted April 29, 2014 Share Posted April 29, 2014 (edited) still work in .23.5?edit:yeah it works Edited May 1, 2014 by BrutalRIP Link to comment Share on other sites More sharing options...
Tivec Posted August 9, 2014 Share Posted August 9, 2014 I know this is a total necro of this thread, but I was just curious if there's anyone who might have the skill/knowledge to recompile it for .24.2, and see if it still works out? Link to comment Share on other sites More sharing options...
BrutalRIP Posted August 10, 2014 Share Posted August 10, 2014 theres always this Link to comment Share on other sites More sharing options...
Tivec Posted August 14, 2014 Share Posted August 14, 2014 theres always thisYeah, I've been using that, but it does not seem to detect changes to my saves until I go to flight - I like the way GitCraft works on every save. Link to comment Share on other sites More sharing options...
John FX Posted November 11, 2014 Share Posted November 11, 2014 Looks like a dead mod... Link to comment Share on other sites More sharing options...
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