ingen-lab / Ruth

Project Ruth - an Open Source Mesh Avatar by Shin Ingen
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Directory Structure Proposal #21

Closed ingen-lab closed 6 years ago

ingen-lab commented 6 years ago

I propose the following changes to the directory structure.

To summarize:

  1. Move the Animations folder one level up
  2. Move The 04_LSL folder one level up and rename to LSLscripts
  3. Create additional folders inside the LSLscripts folder to separate release from currently being develop
  4. Create Current Release folder inside Mesh/Ruth and move UV maps, Textures, and Uploads folders
  5. Only 3 Blend files for current release
  6. Current Release & Upload filenames should not change and old files will be overwritten

    Ruth -Annimations -Apparel -Attachments -Documentations -Licenses -LSLScript --Ruth ---HUD ----Current Release ----EleniaB ----MDickson
    -Mesh --Ruth ---Current Release ----UV maps ----Textures ----Uploads ----head.dae ----feet.dae ----etc.dae ---Ruth2CurrentReleaseSource.blend ---Ruth2CurrentReleaseAlphaCut.blend ---Ruth2CurrentReleaseDevKit.blend

    ---Ada Radius ---Leona Morro ---Sundance Haiku ---HUDs & Misc -Photos -Skins

typhartez commented 6 years ago

Why using things for current release? You want to provide side by side the different versions from various people? Otherwise, GIT branching made for that :)

Outworldz commented 6 years ago

I like it. Add a --Roth folder with a .keep file. Or a note on him, or any WIP you want to save in case of a crash.

I think branches should be for WIP, not releases.

ingen-lab commented 6 years ago

typhartez -- how do you branch and later merge blender files?

Outworldz commented 6 years ago

Shin, I should probably add a .gitattributes file, which prevents merging two DAE files by treating them as binary.

typhartez commented 6 years ago

I didn't thought .dae were treated as binaries, as they are xml files. I never had the occasion to treat one. So excuse me for the comment.

For blender files, there is no merge option, as they are binaries. So for that kind of files (like images) the commited files override the complete original. For merging branches, that means a manual resolve of the pull request. The issue is that even if using different folders for people's version, there is no way to merge them afterwards.

2018-01-22 2:41 GMT+01:00 Fred Beckhusen notifications@github.com:

Shin, I should probably add a .gitattributes file, which prevents merging two DAE files by treating them as binary.

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ingen-lab commented 6 years ago

It is my fault for not using the original discussion as part of the issue which you can find here . It might help understand the need for such structure.

ingen-lab commented 6 years ago

Fred -- I am running into a bit of a problem organizing the LSLScript directory. This is what I wind up doing and let me know if that will mess up the way you work with solutions and projects with the LSL editor.

Summary:

  1. Created a solution called HUD inside the LSLScript directory
  2. The HUD solution is consist of 2 projects namely Roth and Ruth
  3. Each project will have objects(contributor name) that will contain a complete implementation package for the HUD they are working on.

My reasons for having complete implementation package per contributor is simply because we have 3 different releases. One for OpenSim close grids, second is for OpenSim hypergrids and third is for Second Life. Whether we want to admit it or not, sooner or later we are going to have different requirements for each particular type of grid. This way, whoever is creating the inworld release package have a choice of different implementation or improvement.

lsl solution

Outworldz commented 6 years ago

Sounds and looks good. This editor will help keep code clean - like variables that are declared but unused.. I really like this approach.

SundanceHaiku commented 6 years ago

Sorry for the late reply . . . but fine with me Shin.

EleniaBoucher commented 6 years ago

Yes I'm so late. Perfect for me. I have rewrite my library to work directly on 32 bits. It's ready I have to do the hardest : testing !