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local LerpCIELUV do | |
-- Combines two colors in CIELUV space. | |
-- function<function<Color3 result>(float t)>(Color3 fromColor, Color3 toColor) | |
-- https://www.w3.org/Graphics/Color/srgb | |
local clamp = math.clamp | |
local C3 = Color3.new | |
local black = C3(0, 0, 0) |
-- black frames not included | |
local RunService = game:GetService("RunService") | |
local Workspace = game:GetService("Workspace") | |
local Camera = Workspace.CurrentCamera | |
local Module = {} | |
Module.Position = UDim2.new(0, 0, 0, 0) |
function throttle(func, seconds) | |
local lastCalled = 0 | |
local callNumber = 0 | |
return function(...) | |
callNumber = callNumber + 1 | |
local currentCallNumber = callNumber | |
if tick() - lastCalled < seconds then | |
wait(seconds - (tick() - lastCalled)) |
--!strict | |
--[[ | |
BSD Zero Clause License | |
Copyright (c) 2022 Arseny Kapoulkine | |
Permission to use, copy, modify, and/or distribute this software for any | |
purpose with or without fee is hereby granted. |
-------------------------------------------------------------------------------------------------------------------------------------------------------------------- | |
-- Animate | |
-- maximum_adhd | |
-- September 21st, 2022 | |
-------------------------------------------------------------------------------------------------------------------------------------------------------------------- | |
--!strict | |
local Players = game:GetService("Players") | |
local RunService = game:GetService("RunService") |
local RunService = game:GetService("RunService"); | |
local Effects = Instance.new("Folder"); | |
Effects.Name = "Effects"; | |
Effects.Parent = workspace; | |
--[[ | |
this is ap ool | |
assumes that everything inserted | |
has the same lifetime | |
if not then ur gonna make ap riority queue LOL[tweaker shit cuh]! |
--[[ | |
This mesher only handles 16x16x16 chunks! | |
Uses a more optimal approach towards creating | |
chunks. Checks plane intersections of the chunk | |
for greedy meshing. | |
This type of plane-intersection greedy meshing is | |
useful for fixing certain problems w/ voxel based | |
greedy meshing, where transparent objects may be | |
see through. |