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@@ -18,13 +18,18 @@ 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. |