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godot-git-control's Issues

What is missing...

There are alot of stuff that's still missing and i can't know them all. :D Any suggestions on what needs to be added/fixed is highly welcomed.

Godot 3

Will this work in Godot 3 in it's current state?

If no, will you make it compatible?

The addon can’t find Git

Hello,
very good idea this addon, as it would help no programmer people to handle git more smoothly.
Nevertheless, I experience a problem with the addon, I have downloaded it and installed it in a project, or in a brand new project, and in both cases, nothing happens, it seems it can’t find git nor even the thumbnails of buttons
Capture d’écran_2019-05-20_21-23-01
I am under Debian Sid, with git properly installed (i already use it for one of my Godot projects, in command line). And I use the Godot Engine v3.1.1.stable.official with your Master version of the addon.
Any clue of something I would change to make it work ?
All the best

Push

Push: This was not added due to some known issues but i may consider adding them in the future if i find a workaround

What known issues?
What do you have to work around to get it working?
What can I do to help?

I think that having push would be very very useful.

whats the best way to install the plugin §

sorry this might be a little unrelated to your plugin...
When I install it for each individual project it gets a little annoying since I need to install all the time.
and since this plugin doesn't has any functionality which has to be present so my game also works on other machines I wanted to know if I can install it for the editor?

or what is you approach in using it?

Unable to activate the plugin

System - Godot version:
macOS Sierra 10.12.1 - Godot-master

Problem:
Your plugin contains at least one initialization error.

First one that comes up is in plugin.gd: error(13, 156): invalid index 'GitManager' in constant expression.

I'm not sure what you intend by creating a single class in a file, but you can just remove that line (leaving only extends Object) and then swapping the GitManager.newwith just new.

In fact, you should do this with all the script files. I think I understand what you're doing, but you're just complicating the entire process.

Suggestion: Init local repo

Hi, I just submitted a similar plugin for Mercurial, so I checked out your Git plugin to see how you went at it.
Let's say you put a lot more work into your plugin than I did, since I just open the appropriate windows from the Tortoise-tool (in my case TortoiseHg).

In any case there's one thing where my plugin works differently from yours: when you install my plugin it doesn't expect you to have the project folder under version control. Instead you can click a button to turn the project folder into a local repo (it just runs "hg init" resp. "git init").
For many small test projects I don't need an online repository, and why create a repo folder first to put the project in when that can just as easily be done by the plugin?

Error message "git_not_found"

I'm getting this message (git_not_found) from Godot 3.1.1 on Ubuntu 18.04.

Also, the static func tr(key): is getting the error message:
Function signature doesn't match the parrent. Parrent signature is: 'String tr(String)'.

"Git not configured" fatal error

So, I manage many repos on my machine, so of course I have Git set up with my e-mail and username.

And yet, upon activation, I get a "Git not configured" error from your plugin.

UPDATE:
It must failing to fetch my data from my system.

How do I get this to work? I'm on 3.2

Hi! I'm on Godot 3.2 on macOS 10.12.6, and I'm a total noob. How do I get this to work? I downloaded it from AssetLib (excluded LICENSE and README files), it's in my addons folder, but nothing is showing in the bottom tabs.
Any help appreciated 😉
Thanks

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