Yes, then it breaks because you gave your artist an SSH link to clone and LFS requires a HTTPS auth token and exits with terse errors.
Or, you need to lock your files and git doesn't really support that.
To be fair, your hypothetical is true: UE5 supports Git as a backend, you don't need to run git commands (most of the time), but in practice even in the best circumstances: Git for game dev is brittle, slow, and extremely space inefficient.
Worse still: people try pushing their "short lived branches" workflow when using Git, which is *not* how gamedev works, especially for artists. Longer lived changesets are more common. (in Perforce these are called Shelves).
What do you mean about the short lived branches? Long lived branches work just as well in git as anywhere else (and it's easy to keep them mergeable by keep master merged into your branch).
You're basically reinforcing my point which was that the artist argument is a straw man, and companies that need artists to interact with version control will most likely use something else than git.
> artist should use any of the nice frontends that work on top of git and hide its verbosity.
Right up until something goes fucky. You know how many times I got messaged by someone dealing with vcs going wrong for them at a late hour in the evening? If I had a nickel for every time, I wouldn't be rich, but it probably would have bought me a gallon of gas.
It's not the verbosity strictly speaking. It is the minimal level of abstraction between you and the vcs and it can hardly be helped by a 'nice frontend' when things go wrong. And they will; they always do.
> It is the minimal level of abstraction between you and the vcs and it can hardly be helped by a 'nice frontend' when things go wrong. And they will; they always do.
How is this different from any other piece of software ever? When things go wrong, the artist is stuck either way. The only solution is software that always works...
I don't understand - you arguing that artists should learn to use cli? if so, "programmish" git output is not a problem, because they already not just artist, they learned git.
But, for me this looks like this - if artist need to go to cli to solve some error, then this is bug or leaky abstraction in GUI client.
Or, you need to lock your files and git doesn't really support that.
To be fair, your hypothetical is true: UE5 supports Git as a backend, you don't need to run git commands (most of the time), but in practice even in the best circumstances: Git for game dev is brittle, slow, and extremely space inefficient.
Worse still: people try pushing their "short lived branches" workflow when using Git, which is *not* how gamedev works, especially for artists. Longer lived changesets are more common. (in Perforce these are called Shelves).