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| from PyQt5.QtWidgets import QApplication, QMainWindow, QLabel, QVBoxLayout, QPushButton, QWidget | |
| from PyQt5.QtCore import QObject, QRunnable, QThreadPool,pyqtSlot, pyqtSignal | |
| import time | |
| import traceback, sys | |
| class WorkerSignals(QObject): | |
| ''' | |
| Defines the signals available from a running worker thread. | |
| Supported signals are: |
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|-- addons
| |-- auto_lod
| | |-- art
| | |-- core
| | |-- binaries
| |-- spring_arm
two distinct points (for example, a game object position and the mouse cursor position) in an area can always be two corners of a Right Triangle (Triângulo-retângulo in ptbr). A triangle has three sides: The Hypotenuse, the Adjacent and the Opposite.
The distance between two points in the X axis corresponds to the Adjacent side of a triangle, The distance between two points in the Y axis corresponds to the Opposite side of a triangle.
The Hypotenuse is the shortest distance between the two points.
This means we can use trigonometry to handle many interactions between objects when programming visual stuff.
| from PySide2 import QtWidgets, QtCore | |
| def _maya_main_window(): | |
| """Return Maya's main window""" | |
| for obj in QtWidgets.qApp.topLevelWidgets(): | |
| if obj.objectName() == 'MayaWindow': | |
| return obj | |
| raise RuntimeError('Could not find MayaWindow instance') |
| import os | |
| import re | |
| import click | |
| import sendgrid | |
| import six | |
| from pyconfigstore import ConfigStore | |
| from PyInquirer import (Token, ValidationError, Validator, print_json, prompt, | |
| style_from_dict) | |
| from sendgrid.helpers.mail import * |
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog and this project adheres to Semantic Versioning.
Here we write upgrading notes for brands. It's a team effort to make them as
| extends Camera2D | |
| onready var window_size = Vector2(320,240)#OS.get_window_size() | |
| onready var player = get_parent().get_node("Player") | |
| onready var player_world_pos = get_player_world_pos() | |
| onready var new_player_grid_pos = Vector2() | |
| onready var tweenStart = false | |
| onready var tween = get_node("Tween") | |
| onready var new_cam_pos = Vector2() |
| #Draw trails with lines | |
| #A NON-PERFECT SCRIPT FOR Godot v2.1.* *NOTE THIS SCRIPT STILL HAVE SOME REF ISSUES, CHECK FOR ERRORS IN THE DEBUGGER | |
| #This script has to be attached to scene with only a Control Node | |
| #This scene can be instanced as child of a moving node | |
| #after that the code can be initialized calling scia_setup() func: | |
| #arguments ( nuovo_oggetto = "the parent node reference goes here" | |
| num_step = "number of steps (50 by default) | |
| nuovo_colore = Color() (Opaque white by default) | |
| nuova_trasp = Initial alpha transparency (adjust the formula for other fading effects) |
| # Intent: interface to the GodotPayments module (remember to add the java path in the project settings android>modules ) | |
| "Intent.gd" | |
| extends Node | |
| # Interface for the GodotPayments module | |
| # To use extend this script and save the result on the Global singleton 'Data' | |
| const STATIC_RESPONSE_NONE = 0 | |
| const STATIC_RESPONSE_ALL = 1 |