See how a minor change to your commit message style can make a difference.
git commit -m"<type>(<optional scope>): <description>" \ -m"<optional body>" \ -m"<optional footer>"
| // licensed CC0 (except for iterator class, and Bukkit is GPL, so, IANAL, do what you want) | |
| package xyz.jpenilla.gist; | |
| import it.unimi.dsi.fastutil.ints.IntIntPair; | |
| import java.util.Iterator; | |
| import java.util.function.Consumer; | |
| import net.kyori.adventure.key.Key; | |
| import org.bukkit.World; | |
| import org.bukkit.event.EventHandler; | |
| import org.bukkit.event.Listener; |
| knockbackFriction = 2.0D; | |
| knockbackHorizontal = 0.35D; | |
| knockbackVertical = 0.35D; | |
| knockbackVerticalLimit = 0.4D; | |
| knockbackExtraHorizontal = 0.425D; | |
| knockbackExtraVertical = 0.085D; |
See how a minor change to your commit message style can make a difference.
git commit -m"<type>(<optional scope>): <description>" \ -m"<optional body>" \ -m"<optional footer>"
Want to inject some flavor into your everyday text chat? You're in luck! Discord uses Markdown, a simple plain text formatting system that'll help you make your sentences stand out. Here's how to do it! Just add a few characters before & after your desired text to change your text! I'll show you some examples...
What this guide covers:
| package com.github.jikoo.planarwrappers.util; | |
| import org.bukkit.entity.Player; | |
| /** | |
| * A utility for managing player experience. | |
| */ | |
| public final class Experience { | |
| /** |
| /** | |
| * Converts the player inventory to a String array of Base64 strings. First string is the content and second string is the armor. | |
| * | |
| * @param playerInventory to turn into an array of strings. | |
| * @return Array of strings: [ main content, armor content ] | |
| * @throws IllegalStateException | |
| */ | |
| public static String[] playerInventoryToBase64(PlayerInventory playerInventory) throws IllegalStateException { | |
| //get the main content part, this doesn't return the armor | |
| String content = toBase64(playerInventory); |