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This is relatively easy to implement. Just keep around every single script submitted, its date/time submitted, its version number (incrementing from the previous version) and its owner "shader." The current "shader" record would point to the current entries for the vertex and fragment shader. You could access old ones by entering the url: http://shaderfrog.com/app/view/{shaderId}/revision/{revisionNumber}
I'm wondering if there should be a distinction between "save" and "publish" (for a published shader) - where saving it does not updated the published version - but publishing it would update the version in the history. Would that work here, or do you want a full history for every save (including private shaders?)
Most people will want to have published the most recent version. Publishing an older version is advanced, and while I can see that being useful, I think it presents some complexities that may not be initially needed. I think people can work around having the most recent published by forking to temp shaders, developing new versions and cutting and pasting back into the main line or something like that.
Each save should increment a version number and one should be able to see old versions of a shader and possibly fork from one.
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