2023-01-12 20:49:14 +01:00
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2022-03-18 17:46:08 +01:00
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Version Control Systems
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=======================
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Introduction
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------------
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Godot aims to be VCS friendly and generate mostly readable and mergeable files.
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Godot also supports the use of version control systems in the editor itself.
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However, VCS in the editor requires a plugin for the specific VCS you are using.
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VCS can be setup or shut down in the editor under **Project > Version Control**.
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![](img/version_control_menu.png)
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Official Git plugin
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-------------------
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Using Git from inside the editor is supported with an official plugin.
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You can find the latest releases
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`here ( https://github.com/godotengine/godot-git-plugin/releases )`. Documentation on how to use the Git
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plugin can be found
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`here ( https://github.com/godotengine/godot-git-plugin/wiki )`.
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Files to exclude from VCS
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-------------------------
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There are some folders Godot creates you should have your VCS ignore:
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- `.import/`: This folder stores all the files it imports automatically based on
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your source assets and their import flags.
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- `*.translation`: These files are binary imported translations generated from CSV files.
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- `export_presets.cfg`: This file contains all the export presets for the
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project, including sensitive information such as Android keystore credentials.
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- `.mono/`: This folder stores automatically-generated Mono files. It only exists
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in projects that use the Mono version of Godot.
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Working with Git on Windows
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---------------------------
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Most Git for Windows clients are configured with the `core.autocrlf` set to `true`.
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This can lead to files unnecessarily being marked as modified by Git due to their line endings being converted automatically.
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It is better to set this option as:
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```
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git config --global core.autocrlf input
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```
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