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Workflow Management

Ben Cuan edited this page Jun 2, 2016 · 3 revisions

#THIS IS VERY IMPORTANT!!!!! ##If your branch/fork is super messy, it will be extremely difficult to manage later on. ###Follow this guide to make sure that your branch is organized in a way that your stuff can be merged in easily.

###POINT ZERO: NEVER NEVER NEVER COMMIT DIRECTLY TO MASTER!!!!!!!!! Don't do it. This makes it impossible to auto-merge and causes a lot of pain later on. Please commit to develop or your personal branch.

###POINT ONE: ASSETS FOLDER If it is not there already, create a folder in your branch/fork named "Assets". Inside of "Assets", create another folder with the name of the feature you are working on (OR your name). DO NOT put any files directly into Assets or the root directory!!!! You can organize your assets inside ../Assets/YOURNAME however you want.

###POINT TWO: KEEP YOUR BRANCH UPDATED Constantly watching out for new commits will ensure that your work is compatible with everything before you submit a pull request. Remember to GIT PULL before you begin working on a new commit!

###POINT THREE: COMMITTING

Commit frequently! This goes in hand with point two - if you haven't committed for a long time, the chance that your revisions are compatible with all the new revisions is very low.

Your commit messages should be very concise and short, while still saying what you changed. Don't worry about grammar or punctuation. Examples of GOOD commit messages:

  • Added code for level two
  • Fixed issues with main menu

Examples of BAD commit messages:

  • I created some files that you probably want to see.
  • Commit 2/1/16
  • This commit adds 36 files, which include Pack.meta, Extras.cs, and Ultra.png. The main purpose of this commit was to set up the basic control scheme for the turrets.

DON'T COMMIT TO MASTER! Commit everything to your branch, then when you are ready, make a pull request to develop. If there are merge conflicts, DON'T delete anything without asking the creator of the asset.

###POINT FOUR: ORGANIZATION If your scene is cluttered with experimental assets/scripts that will never be used, delete them so that people who want to look at your work don't get really confused.

Also, keep the assets folder as neat as possible. Don't put scripts in the "textures" folder, etc. Make sure there aren't any empty directories and that all current directories are labeled properly.

If you want to reorganize something that is currently being worked on, make sure everyone is OK with moving things around.

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