Bleh, Git 2.45 broke fresh clones of repos using git-lfs because they disallow post-checkout hooks by default, this broke my overnight game builds. https://github.com/git-lfs/git-lfs/issues/5749
Should be fixed in Git 2.45.2 apparently, but the temporary workaround is to define the env var GIT_CLONE_PROTECTION_ACTIVE=false during clone
@sinbad UE is perhaps uniquely better for git because of the asset file format (even asset files are uasset), try Unity and you would be very very mad.
@dphrygian yeah it is one of my working theories: cycles. Both the cycle for a big game is longer and the cycle of game market is at a point where you go big or go broke.
But still, we are creating much more values then before, the market matured, yet the project management regressed?
@obviousdwest I do agree with you 100%, but clearly few at the top is listening. They still think they can move fresh people in and keep the same momentum and knowledge. It is madness.
Is there a way not to burn quithub's LFS quota on github actions?
I have a repo with GBs of LFS data, and it looks like the checkout action downloads the entire thing every time it's triggered.
This is not only is extremely wasteful, but also gets expensive very quickly!
@clive@ernie Also interesting to note: the web search interface is much more responsive with udm14; the latest web interface has been very vey slow on my iPhone 13 Safari, which makes no sense hardware wise. My gut feeling is Google intentionally did this to force people into their search app.
All those QoL things you wish Windows had are here; window layouting, easy access to accented characters like macOS, file quick look like macOS, Alt+Space quick launch like ma…
Look it takes a lot of stuff from macOS before Apple became like they are now. This is good
@aras@sinbad great, we are back to “version v0.79 is the most stable and usable version of the software”, I was used to this as a child back when change log is mostly a nfo file.
I've been laid off and need a new job. Maybe game journalism, maybe something else in games, maybe not games at all. Entertaining all possibilities at this point, so please reach out if you think I might be a good fit for you.
@BrendanSinclair Hi Brendan, I just want you to know I was reading your news back in Gamespot era when I was still a high schooler; and now I have been in game industry for 8 years, and still enjoyed your column at GIB, best wishes to you landing somewhere safely, you got someone into this industry by words, thx! (I hate that we can’t even provide proper industry coverage with so many billions flowing, this will change someday.)
@BartWronski@smilebags and a final thought is PBR continues to be too hard for artists that have to deal with non-hyper realistic video games. I don’t know how to address this because this industry have so many workers with varying degrees of knowledge of PBR. And no unified workflow currently exist to allow them to work consistently between DCC and Game Engine, unless you follow PBR through and through; in our studio every project do things a bit differently to get by.