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This project started around the summer of 2022, as an experimental game with local, multi-keyboard multiplayer.
The scope expanded, distractions happened, and it more or less turned into a playground for cool and cursed engine tricks.
-## In PlasticSCM
-The earliest history can be found in `project-brussel@rtk0c@cloud`—if you can find it.
+The earliest, Git repo history can be found in `project-brussel.orig`.
-It was initially developed in a PlasticSCM repo, for the sake of playing with a different VCS.
+The PlasticSCM history (which includes the imported original Git repo) is in this repo. Grep for all commits with message starting with "Changeset:".
+The switch happened for the sake of playing with a different VCS.
At the time, PlasticSCM advertises itself as both distributed- and centralized-VCS, up to each user's choice. It indeed worked more or less like so, but I was alone, so this made zero difference.
-Eventually I saw problems with it: being bought by Unity, hard-to-use client, and vendor lock-in.
-Their Git export was broken every time I tried it, ranging from 2023 to early 2024. At some point I gave up and just copied the latest version into a Git repo here.
+
+The forked history can be found in `project-brussel.2023fork`.
+Eventually I saw problems with PlasticSCM: being bought by Unity, hard-to-use and buggy client, vendor lock-in (repo only existed on their cloud offering).
+Their fast-export support is broken. After a few attempts at exporting, between 2023 to early 2024, I declared defeat, and then copied the latest version into a Git repo to start from scratch.
+
+This repository is the history from `project-brussel.2023fork` rebased onto a successful export of the PlasticSCM history.
+See 3597d7c7aac002bce8b25d9cbaefefc0be77e03d for notes on the export.
## Project Name
Originally it was called `project-brussel`, after a series of game prototypes I was worked on.