Also known as workspace views in P4. It's interesting to see the wheel reinvented. We used to run a 500gb art sync/200gb code sync with ~2tb back end repo back when I was in gamedev. P4 also has proper locking, it is really the is right tool if you've got large assets that need to be coordinated and versioned. Only downside of course is that it isn't free.
Git partial clone lets you fetch only the large file you need
21–30 of 88 posts
Re: Git partial clone lets you fetch only the large file you need
#22Is it possible given a git repo (hosted on say GitHub) to only 'clone' (download) certain files from it? Without `.git`
Re: Git partial clone lets you fetch only the large file you need
#23> One reason projects with large binary files don't use Git is because, when a Git repository is cloned, Git will download every version of every file in the repository. Wrong? There's a --depth option for the git fetch command which allows the user to specify how many commits they want to fetch from the repository
depth is broken; it cannot be used for submodules/recursive submodules dependably because most hosts will refuse to serve unadvertised refs. We learned this the hard way. Or maybe it is submodules that are broken. Or git itself.
Re: Git partial clone lets you fetch only the large file you need
#24Re: Git partial clone lets you fetch only the large file you need
#25In the AAA games industry git has been a bit slower on the uptake (although that’s changing quickly) as large warehouses of data are often required (eg: version history of video files, 3D audio, music, etc.). It’s nice to see git have more options for this sort of thing.
Re: Git partial clone lets you fetch only the large file you need
#26Has anyone used Git submodules to isolate large binary assets into their own repos? Seems like the obvious solution to me. You already get fine-grained control over which submodules you initialize. And, unlike Git LFS, it might be something you’re already using for other reasons.
Re: Git partial clone lets you fetch only the large file you need
#27Also known as workspace views in P4. It's interesting to see the wheel reinvented. We used to run a 500gb art sync/200gb code sync with ~2tb back end repo back when I was in gamedev. P4 also has proper locking, it is really the is right tool if you've got large assets that need to be coordinated and versioned. Only downside of course is that it isn't free.
Git LFS has been just fine for multiterabyte repositories for years.
Re: Git partial clone lets you fetch only the large file you need
#28Re: Git partial clone lets you fetch only the large file you need
#29Earlier quoted context omitted.
The problem with git submodules is they can't be used like a hyperlink to another repository. Updating the submodule requires updating the superproject as well. The new commits are invisible to the superproject until that is done. It'd be great if they worked like Python's editable package installations.
Then the state of the superproject would depend on when the checkout occurred. That would be disastrous for consistency, you’d be unable to replicate a checkout later or elsewhere. The state of a repo after a checkout should only depend on the commit that was checked out.
Would be nice if git submodules could also point to a branch instead of specific commits. That way, the superproject's state would not be modified every time the branch is updated.
Re: Git partial clone lets you fetch only the large file you need
#30Has anyone used Git submodules to isolate large binary assets into their own repos? Seems like the obvious solution to me. You already get fine-grained control over which submodules you initialize. And, unlike Git LFS, it might be something you’re already using for other reasons.