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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?

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?

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.

Godot 3

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

If no, will you make it compatible?

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)'.

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

"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.

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.

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.

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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