Once the clone is done, it will automatically open up a file browser for you to open the project if you wish.Īs you work on your project, you will naturally create sprites, edit scripts, delete timelines, and whatever else is required as your project develops over time. Fill out the URL (using the HTTPS variant rather than SSH) and say where you want it to go. Again, you'll need the username and password for the repository you are going to connect to setup in your identity preferences, and then it's just a case of clicking Source Control > Clone Repository. If you have this ready then click Source Control > Import Project into Repository, and fill out the URL.įinally, as a convenience function, you can Clone an external repository through the IDE. This requires an external repository to have been already set up, as well as the correct username and password set in your identity preferences to access it. However, you may already have an existing project and want to put it into an external repository for tracking and sharing amongst your team. NOTE: This section is no longer available in 2.3.3. To set this up, you just need to click Source Control > Create Project Repository on the main menu. In Git parlance this is a "non-bare repository", so Push/Pull make no sense in this case, but you can still commit and keep track of project changes, as well as revert changes and revisions if need be. In the first case, creating a project repository, this will create a Git repository directly where your project is. Push the current Project into an External Repository (Not available in 2.3.3).You now need to link the GameMaker IDE to a repository: Once you have enabled source control (and applied it or closed the Game Options) a new context menu will appear at the top of the IDE with the following option (which we'll explore in the rest of the sections of this page): This will activate SCM for the current project. However, you still need to set up the per-project options which can be done by opening up the Main Options > General and clicking the Enable Source Control option. These settings will now be used to communicate with the repository when handling clone, push and pull requests. You should check with the tools own help documentation to see the format in which they expect Merge and Diff options to arrive. The Merge and Diff tool settings continue to work as they did in the past but the options are now passed along to the command-line tool of your choosing. GameMaker will attempt to locate an installation of GIT on your machine, but you can supply your preferred command-line exe in the Git Executable Path box. This simplifies the setup in GameMaker considerably. You are now able to interact with any command-line toolset you wish for GIT. In GameMaker 2.3.3 we changed the way that you will setup with source control. Note: We have made a large change to Git Source Control in 2.3.3, instructions for setting up in this version is given after this section. Before going any further, you should have a Git account already, and we recommend that you have a minimum working knowledge of how Git works and is used. In this article we'll be giving a brief overview of how to setup and use the Git Source Control Plugin included with GameMaker.
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