Description | Command |
---|---|
Start a new session with session name | screen -S <session_name> |
List running sessions / screens | screen -ls |
Attach to a running session | screen -x |
Attach to a running session with name | screen -r |
To include a library as a subtree, follow these steps: | |
1. Add the project as a remote | |
git remote add <remote-name> <source-repo> | |
2. Fetch the remote | |
git fetch <remote-name> | |
3. Add the project | |
git subtree add --prefix "path/to/project" <remote-name> <remote-branch-name> --squash |
Most projects on GitHub have a main repository that's the focal point of activity. For example, the Example organization has the Example.com repository:
https://github.com/example/example.com
Developers of Example.com typically call this the 'upstream' repository. We'll come back to it in a moment.
Para este proyecto seguiremos la metodología de tener una branch principal master
(equivalente a release
en otros proyectos), una branch dev
(o development
) para comprobar que todo funcione antes de enviar los cambios a master
y múltiples "feature branches" para que cada colaborador pueda enacrgarse de una tarea definida, trabajarla y probarla a gusto antes de reunir los cambios en dev
. Para más detalle y ejemplos pueden usar de esta lectura la sección Feature Branch Workflow.
Markdown Preview Enhanced supports rendering flow charts
, sequence diagrams
, mermaid
, PlantUML
, WaveDrom
, GraphViz
, Vega & Vega-lite
, Ditaa
diagrams.
You can also render TikZ
, Python Matplotlib
, Plotly
and all sorts of other graphs and diagrams by using Code Chunk.
Please note that some diagrams don't work well with file exports such as PDF, pandoc, etc.
This feature is powered by flowchart.js.
func get_custom_classes(): | |
#gets list of "custom" classes (defined using class_name keyword) | |
var find_this = "_global_script_classes=" | |
var custom_classes_lines = PoolStringArray() | |
var f = File.new() | |
f.open("res://project.godot", File.READ) | |
var add_lines = false |
shader_type canvas_item; | |
uniform vec4 outline_color:hint_color = vec4(1.0,1.0,0.0,1.0); | |
uniform float inner_circle=0.45; | |
uniform float outer_circle=0.5; | |
const vec4 alpha_color= vec4(0,0,0,0); | |
uniform float smoothness=0.01; |
tool | |
extends EditorPlugin | |
func _enter_tree(): | |
var base = get_editor_interface().get_base_control() | |
var expand_button:ToolButton = get_expand_bottom_panel_button(base) | |
expand_button.pressed = not expand_button.pressed | |
extends Object | |
class_name ResourceUtils | |
# ResourceLoader is unreliable when it comes to cache. | |
# Sub-resources get cached regardless of the argument passed to load function. | |
# This is a workaround that generates a new file on a fly, | |
# while making sure that there is no cache record for it. | |
# This file is then used to load the resource, after which | |
# the resource takes over the original path. | |
static func load_fresh(resource_path : String) -> Resource: |