From ba03deb00bc5d9cf0dc539db9f63c79857f03a99 Mon Sep 17 00:00:00 2001 From: Steve Streeting Date: Thu, 23 Apr 2020 16:19:20 +0100 Subject: [PATCH] Doc tweawks: GH markdown renderer doesn't look great with blockquote bullets --- ReadMe.md | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/ReadMe.md b/ReadMe.md index 5050e8c..279de4c 100644 --- a/ReadMe.md +++ b/ReadMe.md @@ -8,15 +8,15 @@ having to remember everything. We use a particular content workflow that SVN is set up to support: 1. All content creation files in `$REPO/MediaSrc` (subfolders by type) - > * These are typically in formats e.g. Maya that UE4 doesn't read directly, so outside `Content` - > * These files are *tracked* in SVN + * These are typically in formats e.g. Maya that UE4 doesn't read directly, so outside `Content` + * These files are *tracked* in SVN 1. When exporting, output (`FBX`, `PNG`, `WAV` etc) goes in `$REPO/Content` (and subfolders) - > * These files are *ignored* in SVN because they are derived data - > * UE4 imports them to a `.uasset` which contains all their contents anyway + * These files are *ignored* in SVN because they are derived data + * UE4 imports them to a `.uasset` which contains all their contents anyway 1. All `.uasset` post-imported content in `$REPO/Content` is *tracked* in SVN (binary) 1. Binary content is marked as needing *locking* so UE4 will prompt you to check it out - > * This is to avoid accidental parallel changes to the (many) binary files UE4 uses - > * This is our overriding reason for using Subversion and not Git + * This is to avoid accidental parallel changes to the (many) binary files UE4 uses + * This is our overriding reason for using Subversion and not Git Together the scripts below configure everything so I don't have to remember.