See how a minor change to your commit message style can make you a better programmer.
Format: <type>(<scope>): <subject>
<scope>
is optional
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, */ |
This is a primer on how to create skins for Steam. The information below is extracted from the Valve internal document on how to edit, so it may in some cases be wrong or reference tools that don't exist.
To make a skin, you need to take a copy of resource/styles/steam.styles
file and copy it to skins/<your skin name here>/resource/styles/steam.styles
. The existance of that file will make Steam put that skin as an option in the settings->interface
dialog (Steam will need to be restarted for it to show). From there you can start editing.
You can put new files or existing steam files you want to replace under your skins folder. Good luck!
Hitting F6
key when running the Steam client toggles the VGUI editing dialog. You need to run Steam with the -dev
command line parameter to have this work (running with -dev
makes the Steam client run slower). When enabled, no other dialog can be interacted with; instead you can selected controls on any active dialog and get details on the selection.