![]() ![]() 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. To delete the authentication details, click on the close button on the left of the row in the main Preferences window. If you need to change the URL then you will need to delete the authentication details and re-add. NOTE for 2.3.2: If you need to edit the authentication details again, just double click on the entry and the details window will open for you to edit, but you will not be able to rename the URL. If you don't already have an SSH Keypair, clicking on the Create KeyPair button will bring up a file dialog of where to place the private key, and the public key will be created adjacent to it - this will fill out the paths to the public and private keys automatically for you. Note that should you need quick access to the public key, the copy button will automatically copy the contents to the clipboard for you. If you already have an SSH Keypair generated, you can set the paths up here, as well as any password required to access them. Like the Username/Password authentications, you can have domain and repository specific authentications when using SSH keypairs. SSH Keypairs: Clicking the "Add New SSH Keypair Authentication" will present you with the following window where you can input the Repository URL and Password before giving the paths to the Public Key and Private Key files required:.NOTE: If you are using an external repository, then you should be using the username and password associated with the account set up for that repository, but if you are wanting to use a local repository then you can use any username and password. This will allow you to have a default authentication for a domain, and override with specific details for certain repositories later. When something needs to check for authentication, it will look for a specific repository match first, and then a domain match. However, if it's domain wide authentication you want (ie: "" or "" ) then just place the domain and nothing else. If you want this to affect just a specific repository then place the URL for the repository in the top field. Username And Password: Clicking the "Add New User/Pass Authentication" button will present you with the following window where you can input the Repository URL, the Username and the Password:.This authentication identity will be used for all future projects, and GameMaker gives you two different ways that you can set it up: Note: Due to changes on Github and other repository services the methods listed in this section may no longer function and you will need to update to GameMaker 2.3.3 / 2022+.įirst of all, you need to setup an identity for Git to commit as, which means we need to go to the Plugins - Source Control (Git) section of the Preferences and add your authentication details: 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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