CVS was, for the longest time, the only player in the FLOSS world. It was bad, but so were commercial offerings, and it was better than RCS.
It’s been completely supplanted by SVN, specifically written to be CVS but not broken, which is about exactly as old as git. If you find yourself using git lfs, you might want to have a look at SVN.
Somewhat ironically RCS is still maintained, last patch a mere 19 months ago to this… CVS repo. Dammit I did say “completely supplanted” already didn’t I. Didn’t consider the sheer pig-headedness of the openbsd devs.
You definitely need something else than git for large assets, yes, its storage layer is just not built for that and they way art pipelines generally work you don’t get merge conflicts anyway because there’s no sane way to merge things so artists take care to not have multiple people work on the same thing at the same time, so a lock+server model is natural. Also, a way to nuke old revisions to keep the size of everything under control.
CVS was, for the longest time, the only player in the FLOSS world. It was bad, but so were commercial offerings, and it was better than RCS.
It’s been completely supplanted by SVN, specifically written to be CVS but not broken, which is about exactly as old as git. If you find yourself using git lfs, you might want to have a look at SVN.
Somewhat ironically RCS is still maintained, last patch a mere 19 months ago to this… CVS repo. Dammit I did say “completely supplanted” already didn’t I. Didn’t consider the sheer pig-headedness of the openbsd devs.
“We’ve always done things this way, we ain’t changing!” - some folks in the Foss community, like those RCS maintainers
Wdym by that?
We still use RCS at work. For config files for our network monitoring. Works fine still.
Pretty sure GTA V use(d) SVN or something like that. I remember reading the source code and being surprised that they didn’t use GIT.
Game developers often use Perforce instead of Git. Maybe it was that?
That’s very possible.
You definitely need something else than git for large assets, yes, its storage layer is just not built for that and they way art pipelines generally work you don’t get merge conflicts anyway because there’s no sane way to merge things so artists take care to not have multiple people work on the same thing at the same time, so a lock+server model is natural. Also, a way to nuke old revisions to keep the size of everything under control.