- feat: A new feature
- fix: A bug fix
- docs: Documentation-only changes (example scope: readme)
- style: Changes that do not affect the meaning of the code (white-space, formatting, missing semi-colons, etc)
- test: Adding missing tests or correcting existing tests
- perf: A code change that improves performance
- refactor: A code change that neither fixes a bug 'nor adds a feature
- build: Changes that affect the build system or external dependencies (example scopes: gulp, broccoli, npm)
- ci: Changes to CI configuration files and scripts (example scopes: Travis, Circle, BrowserStack, SauceLabs)
- chore: Miscellaneous changes that don't modify source code or test files
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| [alias] | |
| # Creates a snapshot of the current working tree state and saves it to a new branch. | |
| backup = "!f() { \ | |
| BACKUP_SOURCE_BRANCH=$(git symbolic-ref --short HEAD) \ | |
| && BACKUP_TARGET_BRANCH=backup/$BACKUP_SOURCE_BRANCH-$(date +%Y_%m_%d_%H%M%S) \ | |
| && git checkout -b $BACKUP_TARGET_BRANCH \ | |
| && (git commit --no-verify --allow-empty -m \"Index (Staged Changes)\" \ | |
| && git add -A \ | |
| && git commit --no-verify --allow-empty -m \"Working Tree (Unstaged and Untracked)\" \ | |
| && git checkout --detach HEAD \ |
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| ; This script advances the wallpaper slideshow to the next image. Requires AutoHotkey v2. | |
| ; Author: Mike "ZiRC" K. (https://github.com/zlrc) | |
| ; License: CC0 (https://creativecommons.org/publicdomain/zero/1.0/) | |
| ; | |
| ; Relevant AutoHotkey Documentation: | |
| ; - ComObject: https://www.autohotkey.com/docs/v2/lib/ComObject.htm | |
| ; - ComValue: https://www.autohotkey.com/docs/v2/lib/ComValue.htm | |
| ; - ComCall: https://www.autohotkey.com/docs/v2/lib/ComCall.htm | |
| ; - DllCall: https://www.autohotkey.com/docs/v2/lib/DllCall.htm |
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| # A CollisionPolygon2D node that supports textures and other Polygon2D-exclusive features. | |
| # Compatible with Godot version 3.x | |
| # Script Version: 0.1.0 | |
| # Note(s): | |
| # - For textures to appear in the editor, you must either reload the scene, | |
| # or drag one of the vertices after the collision polygon has been drawn. | |
| # - At the moment, the only way to hide collision boxes in the editor is to | |
| # set the self_modulate opacity (alpha) to 0. | |
| ############################################################################### | |
| # Copyright (c) 2022 Mike K. (https://github.com/zlrc) # |
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| // Electric Potential-inspired Fragment Shader | |
| // Author: Mike "ZiRC" K. | |
| // Demo: https://www.shadertoy.com/view/NlVfRD | |
| // | |
| // Works off of "Contour lines" by 8x as a starting point (most of the original code has been modified): | |
| // https://www.shadertoy.com/view/lltBWM | |
| // | |
| // This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License | |
| // Information about the license can be found here: http://creativecommons.org/licenses/by-nc-sa/4.0/ | |
| #version 300 es |