Go ahead and implement traveling locks
This would save us a TON of pain working in game dev. Not only make the locks across all branches where the locked files exist, but also setup plastic so you can do multiple commits while keeping the lock.
Mikael Kalms commented
I'm very much looking forward to this as well.
We use Plastic to develop Unreal Engine games - and all the art & design assets (and Unreal-specific-metadata files) are binary; we use branches, discipline and coordination to avoid stepping on each others' toes, but travelling locks would make life easier particularly as team & project sizes grow.
Yes, you are SOOOOOOOOOOO right.
We are swamped with a few other topics, but definitely this one is a must.
Sorry to make you wait.
William Fox commented
consider this my vote for my self