Codice Software started in August 2005 backed by an angel investor and the founders. The goal was to create a version control stronger than SVN in branching and merging and more affordable for SME than the commercial alternatives available at the time. In October 2006, they released the first version of Plastic SCM and was officially presented in
Tech Ed 2006 in
Barcelona. In 2007, Codice was the first Spanish SME to achieve CMMI L2 using SCRUM. Plastic SCM was featured by Novell as one of the companies using Mono commercially. Plastic SCM 2.0 was launched in March 2008. In 2009, Codice secures its first round of VC backed by Bullnet Capital, a Spanish firm specializing in tech companies. Plastic SCM was a Jolt Award finalist in the Change and Configuration Management category, announced in December 2008. Plastic SCM 3.0 was launched in July 2010 and it featured Xdiff/Xmerge: their first approach to track moved code in diffs and merges. In December 2010, Plastic SCM announces "method history", a feature that allows the user to calculate the history of a given method/function instead of the history of a full file. In 2011, Francisco Monteverde joined the company as CEO while Pablo Santos, founder, was appointed as CTO and President of the board. Plastic SCM 4.0 was launched on November 23, 2011 and introduced a major change in the internal design: versioning and merge tracked was moved from a per-file approach to a per-changeset approach, which helped improving later Git-interop. Since 4.0, Plastic started to be more oriented toward game development, specially considering the weaknesses of Git in terms of big repositories and files. Version 4.1 was launched in April 2012. In 2013, Codice launches SemanticMerge, a tool that diffs and merges based on code structure and not text. The technology was later integrated inside Plastic. Semantic builds on top of the previous work done on the Xdiff/Xmerge tool. Later that year Semantic added Java support to complement the initial .NET offering. Pablo Santos introduced cross-file diff and merge detection in QCon 2013 in San Francisco. In 2013, Plastic SCM started natively supporting the Git network protocol, which virtually converts any Plastic installation into a Git client. Plastic SCM 5.0 is launched in September 2013. It features built-in semantic diff, refactor detection and method history. Other features are path based security, client changelists and improved cloaked rules. Version 5.4 later expands some of these features and add a few more: encrypted servers, JavaCLI (a Java client to support HP-UX and Solaris scripting), multi-core file upload and download, Plastic Gluon (developed in collaboration with Telltale ), a GUI for artists in game development, WAN optimized data transfer, submodules, transformable workspaces. Plastic 5.4 evolves as Plastic's primary version and in December 2014 a new native GUI for Linux is launched replacing the previous cross-platform one. 5.4 includes a new native MacOS GUI too. In January 2016, Plastic Cloud was launched as a cloud repo hosting system. In March 2016, Plastic Cloud Edition was launched, a new version designed for teams who do not need an on-premise server. Version 6.0 was finally released in January 2017. It features a new data storage system called Jet, full backward compatibility up to 5.0 and floating licenses support. 6.0 continues evolving during 2017. Plastic SCM 7.0 was launched in March 2018 including a new Branch Explorer design, new web-based administration interface, and improvements in MacOS and Linux GUIs. The mergebots feature was launched in September 2018. Mergebots are a way to implement DevOps with server-side agents that detect when branches have to be merged after testing them on a CI system. Plastic SCM 8.0 was released in January 2019. On August 17 2020, it was revealed that
Unity Technologies, the creators of the game engine
Unity, had acquired Codice Software. == See also ==