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Updating files other than v3d.js?

Home Forums Graphics / Blender Updating files other than v3d.js?

Viewing 12 posts - 1 through 12 (of 12 total)
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  • #26025
    GLiFTeK
    Customer

    hi
    is there anything important that happens to files other than our v3d.js library that needs to be updated with new verge versions?

    thanks

    #26093

    if you check to update templates, the html/css/js files will get rewritten too

    Chief 3D Verger | LinkedIn | Twitter

    #26129
    GLiFTeK
    Customer

    if you check to update templates, the html/css/js files will get rewritten too

    Right, but by not doing that, am I missing anything that would be new on them that comes with the update(s)?

    #26161

    templates are changed rarely, most significant update was in 3.0 (preloader + fullscreen button etc)

    Chief 3D Verger | LinkedIn | Twitter

    #26174
    jem
    Customer

    @GlifTek, I have several projects that are old enough that the changes to the html/css/js files have had a significant impact when updated. My situation might be unusual because I often tinker with these files. Merging these changes used to be a difficult task because I was not using a good version control system. Since then, I have switched to git/gitLFS/VSCode/GitLab for my projects and this has made a world of difference. I can usually update, diff, and merge a project in about a minute. Some updates to Verge3D do make breaking changes, such as the preloader that Yuri mentions, but these are rare. Also, using VSCode and diff makes such breaking changes very apparent to me so that I can fix them quickly.

    In addition to the preloader, I can recall that the name of the HTML container has changed, and the method that your JS code calls puzzles has changed.

    Jeremy Wernick

    #26201
    GLiFTeK
    Customer

    @GlifTek, I have several projects that are old enough that the changes to the html/css/js files have had a significant impact when updated. My situation might be unusual because I often tinker with these files. Merging these changes used to be a difficult task because I was not using a good version control system. Since then, I have switched to git/gitLFS/VSCode/GitLab for my projects and this has made a world of difference. I can usually update, diff, and merge a project in about a minute. Some updates to Verge3D do make breaking changes, such as the preloader that Yuri mentions, but these are rare. Also, using VSCode and diff makes such breaking changes very apparent to me so that I can fix them quickly.
    In addition to the preloader, I can recall that the name of the HTML container has changed, and the method that your JS code calls puzzles has changed.

    oh that’s very good to know.. i will check out diff .

    i use vsCode side by side with puzzles. and download from gitHUB but haven’t used git for myself.. i will have to do that asap thanks!

    #26205
    jem
    Customer

    ya. I am not a coder by training, but learning to use git and VSCode to manage Verge3D projects was a revelation to me. In addition to making updating the framework easier, it makes collaboration with my colleagues easier and changes safer. I can always fall back to a previous commit if I goof something up. This is just my opinion, but I think that using tools like these are essential to being a productive 3D implementer. A hat tip to @gary for making the original suggestion to use these tools.

    Jeremy Wernick

    #26206
    GLiFTeK
    Customer

    I use the live server plugin for vscode.,no hitting refresh!

    #26313
    GLiFTeK
    Customer

    jem to begin gitt-(ing?)..
    when you do the:

    $ git init myproject
    $ cd myproject

    to start your project..
    are you making a NEW location?
    are you doing it in the applications folder in the verge3d folder?
    then copy.. migrate your project into there?

    or do you just start it in the already existing verge/applications/myAppOrWhateverName folder?

    thnx

    #26336

    Hi,

    you can create a new app with the App Manager as usual
    Then do:

    $ cd verge3d/applications/my_awesome_app
    $ git init

    Now you can ‘commit’ all the original files, in order to be able to track further differences

    $ git add .
    $ git commit . -m "created new app"

    this command is your friend:

    $ git status

    once you got new changes to commit, check the difference with git status, add new files (if any) you want to keep:

    $ git add file1 file2

    and commit everything

    $ git commit . -m "my changes"

    Chief 3D Verger | LinkedIn | Twitter

    #26355
    GLiFTeK
    Customer
    #26364
    jem
    Customer

    Thanks Yuri!

    @GlifTek
    , Once you master the basic git commands, try working with a remote repository like Github or Gitlab (or other remote of your choice). This will allow you to collaborate with others and will serve as a durable backup for your projects.
    Also, read up on GitLFS. GitLFS improves git’s support for large binary files when working with remote repositories. When working on a new project, execute the following command immediately after git init:
    git lfs install
    and then .gitattributes file with your gitLFS filters. Here is a snippet from mine:

    #Image Files 
    *.png filter=lfs diff=lfs merge=lfs -text 
    *.jpg filter=lfs diff=lfs merge=lfs -text 
    *.hdr filter=lfs diff=lfs merge=lfs -text 
    *.psd filter=lfs diff=lfs merge=lfs -text 
    #3D Files 
    *.blend filter=lfs diff=lfs merge=lfs -text 
    *.max filter=lfs diff=lfs merge=lfs -text 
    *.fbx filter=lfs diff=lfs merge=lfs -text 
    *.obj filter=lfs diff=lfs merge=lfs -text 
    *.stl filter=lfs diff=lfs merge=lfs -text 
    *.glb filter=lfs diff=lfs merge=lfs -text 
    *.usd filter=lfs diff=lfs merge=lfs -text 
    *.usda filter=lfs diff=lfs merge=lfs -text 
    *.usdc filter=lfs diff=lfs merge=lfs -text
    #Compressed Archives 
    *.xz filter=lfs diff=lfs merge=lfs -text 
    *.7z filter=lfs diff=lfs merge=lfs -text 
    *.gz filter=lfs diff=lfs merge=lfs -text 
    *.rar filter=lfs diff=lfs merge=lfs -text

    Add filters and adjust as needed. Save for future Verge3D projects.

    Jeremy Wernick

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