See how a minor change to your commit message style can make you a better programmer.
Format: <type>(<scope>): <subject>
<scope> is optional
| extends EditorInspectorPlugin | |
| var custom_sb: StyleBoxFlat | |
| func _init() -> void: | |
| custom_sb = StyleBoxFlat.new() | |
| custom_sb.bg_color = Color.TRANSPARENT | |
| custom_sb.corner_radius_top_left = 2 | |
| custom_sb.corner_radius_bottom_left = 2 | |
| custom_sb.corner_radius_top_right = 2 |
| extends Node | |
| ## Animation function | |
| ## [br] | |
| ## [param start_props] Sets values to properties on init. $ means "set property to initial value of node" | |
| ## [br] | |
| ## [param end_props] Sets properties for tweening | |
| ## [br] | |
| ## [param options] Global tween options such as duration, delay, parallel and trans | |
| ## [br] |
| using System; | |
| using UnityEngine; | |
| /// <summary> | |
| /// This is a generic Singleton implementation for Monobehaviours. | |
| /// Create a derived class where the type T is the script you want to "Singletonize" | |
| /// Upon loading it will call DontDestroyOnLoad on the gameobject where this script is contained | |
| /// so it persists upon scene changes. | |
| /// </summary> | |
| /// <remarks> |
| utils.sequence([ | |
| (ready) => connection.query(createPersonTableSQL, (error, results, fields) => { | |
| ready() | |
| }), | |
| (ready) => connection.query(createPortfolioTableSQL, (error, results, fields) => { | |
| ready() | |
| }), | |
| (ready) => connection.query(createDebtTableSQL, (error, results, fields) => { | |
| ready() | |
| }), |
| static class CmdCooldown { | |
| public static Dictionary<string, Dictionary<IPlayer, TimeSpan>> Players = new Dictionary<string, Dictionary<IPlayer, TimeSpan>>(); | |
| public static bool CanUse(IPlayer player, TimeSpan cooldown, [CallerMemberName] string name = null) | |
| { | |
| if (!Players.ContainsKey(name)) | |
| { | |
| Players.Add(name, new Dictionary<IPlayer, TimeSpan>()); | |
| return true; | |
| } |
| #main-window-pane { | |
| background: none; | |
| } | |
| .btn-menu-minimize { | |
| padding: 6px; | |
| } | |
| #main-nav-sidebar #main-nav-container>:not(:last-child) { | |
| box-shadow: none; |
| #include "ValveKeyValue.h" | |
| using namespace Parsers; | |
| #include <exception> | |
| #include <cctype> | |
| ValveKeyValue::Token ValveKeyValue::LexNext() | |
| { | |
| bool readingValue = false; |
| # [PackageDev] target_format: plist, ext: tmLanguage | |
| --- | |
| name: Valve Key Values | |
| scopeName: text | |
| fileTypes: [] | |
| uuid: c8ad0af6-a42c-4008-8737-36156bb81f61 | |
| patterns: | |
| - name: comment | |
| match: '\/\/.*' |
| /******************************************************************************/ | |
| /* Copyright (C) 2014-2015 by Philippe Groarke <[email protected]> */ | |
| /* */ | |
| /* */ | |
| /* This program is free software: you can redistribute it and/or modify */ | |
| /* it under the terms of the GNU General Public License as published by */ | |
| /* the Free Software Foundation, either version 2 of the License, or */ | |
| /* (at your option) any later version. */ | |
| /* */ | |
| /* This program is distributed in the hope that it will be useful, */ |