Author Topic: CS/CEL Revisions  (Read 5477 times)

Offline cara

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CS/CEL Revisions
« on: May 01, 2007, 05:52:49 pm »
Will there be a standard CS/CEL Revision that will be used for this game because I'm pretty sure the constant updates (which are sometimes borked) will slow down development on the game.

cara

Offline contingencyplan

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Re: CS/CEL Revisions
« Reply #1 on: May 02, 2007, 02:48:30 pm »
Yeah, I'm coming around to Recon's opinion - the constant updating is bad. I'm not for locking down to one revision and staying with it FOREVAH, but we should work "update to the latest CS rev" into the milestones, and only do it when we know the current code base works; this way, we can track down issues related to updating CS without having them clutter up the other "durr, forgot to increment the pointer" kinda bugs.
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Offline whitelynx

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Re: CS/CEL Revisions
« Reply #2 on: June 02, 2007, 02:59:32 pm »
I'm actually thinking that this would be a great use for branching; have a branch that follows the head CS and CEL revisions, but keep trunk synced to a specific revision; then, when we want to upgrade to a given CS/CEL revision, just merge in the branch changes up until that point. My reason for this is that I generally need the latest CS/CEL revisions because I do development on them as well, and I hate having 2 checkouts if I can help it. (CS is huge)
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