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> and/or have giant amounts of binaries in their repos.

Firstly, it's not "giant amounts of binaries" it's "a very small amount of binaries". A few GB is enough to cause significant problems.

Secondly, This _is_ an issue with git. If my project requires binary files, git should handle it. How should we handle logos in a mobile app, branding images on a website, audio files for background? That's before you get to the question of "how does a video game store the source version of a 100GB worth of compressed assets?"



In fairness, there is git LFS, which is a well-maintained solution to do this. It's not fantastic, but it does exist.


Git LFS is a reasonably good example of git being half baked. It is provider dependent, and requires configuring separately on both the server and client. It turns git into a centralised VCS, removing the option of working offline in the process.

A bit like submodules, LFS has its own warts that seem to multiply when you add more people to the mix. Working with git LFS has been the _only_ time the solution to my problem has been "nuke and clone again", in almost 15 years using source control.

Last time I used git LFS, it didn't support ssh cloning at all, and the issue had been open for years at that time.




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