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If two programmers would submit conflicting versions of the file, it can be easily merged. Text-based files don't need exclusive checkout. Although you don't need to version it, it's just useful to provide debugging symbols to non-programmer people - so they could get a descriptive callstack in case of a crash. This is useful for debugging symbols (.pdb) - a single version of symbols for the compiled engine is about 20 GB. You can tell Perforce to store only the last version of the file, by filetype. You might forget that you modified this asset and could take a while to debug "why my game works differently for me than all teammates".īinary, but temporary files binary+Sw //.pdb This action should be avoided, if not really needed. If that's important, you can that other person to Revert the file (discard changes and unlock the file) or simply Unlock the file via Perforce client.
![perforce download files from server perforce download files from server](https://i.ytimg.com/vi/Yvgxx2vwsRY/maxresdefault.jpg)
And it this other person would submit a changed file, you need to discard your changes and download the latest version of the asset. You won't be able to submit changes until the asset is locked by another person. This allows you to temporarily change assets and continue your work. It allows saving assets on your drive while someone else locked it. Now you and only you are allowed to submit the asset. That means that no one else is allowed to check out this asset. If the filetype is "lockable", checkout it exclusive. It's crucial when working with binary assets, the user has to either:Ĭheck out the file before editing. binary+l //.uassetĮvery file submitted to the Perforce repository is set to read-only. Basically, all binary file types submitted to the repository should have such entry in the typemap. binary+l //.bmpįile locking is a standard feature of Perforce.
![perforce download files from server perforce download files from server](http://www.hexar.net/blog/perforce/p4d02.png)
Using Perforce as Source Control - a page from the official docs explaining with example typemapĪnd here's go the typemap we should cover all common filetypes, including types used while pushing the engine source to the repository.