Good news, this plugin has graduated to the official repo. Please see below for install and usage instructions.
Error: the task 'depsetup' neither specifies a command nor a dependsOn property. The task will be ignored. Its definition is: | |
{ | |
"label": "depsetup", | |
"type": "shell", | |
"group": "none", | |
"detail": "Install depedencies for basic setup", | |
"linux": { | |
"command": "${workspaceFolder}/.vscode/setup.sh" | |
}, | |
"problemMatcher": [] |
{{/* ACTUAL CODE DONT TOUCH */}} | |
{{$hasContent := false}} {{$content := false}} {{$contentV := ""}} {{$channel := false}} {{$channelV := .Channel.ID}} | |
{{$flags := cslice "-channel" "-content"}} | |
{{- range $k, $v := .CmdArgs -}} | |
{{- if eq . "-content"}} {{$content = true}} {{else if in $flags .}} {{$content = false}} {{end -}} | |
{{- if and ($content) (not (eq . "-content"))}} {{$hasContent = true}} {{$contentV = joinStr " " $contentV .}} {{end -}} | |
{{- if eq . "-channel"}} {{$channel = true}} {{else if in $flags .}} {{$channel = false}} {{end -}} | |
{{- if and ($channel) (not (eq . "-channel"))}} {{$checkChannel := reReplace `<|>|#` . ""}} {{with getChannelOrThread $checkChannel}} {{$channelV = .ID}} {{end}} {{end -}} | |
{{- end -}} |
# The Davar Sisters - Parody of The Schuyler Sisters from Hamilton | |
[ADOLIN] | |
There’s nothing lighteyes love more | |
Than going to the shattered plains and slummin’ it with the poor | |
They pull up in their carriages and gawk | |
At the soldiers in the common | |
Just to watch them talk | |
Take Lin Davar: the man was loaded | |
Uh-oh, but little did he know that |
OHIOSUB: | |
Inherits: ^Ship | |
Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove | |
Buildable: | |
Queue: Ship | |
BuildAtProductionType: Submarine | |
BuildPaletteOrder: 60 | |
Prerequisites: ~syrd, atek, ~techlevel.unrestricted | |
Description: Submerged anti-ground siege unit\nwith anti-air capabilities.\nCan detect other submarines.\n Strong vs Buildings, Ground units, Aircraft\n Weak vs Naval units\n Special Ability: Submerge | |
Valued: |
package com.eliotlash.stormlight; | |
// Made with Blockbench 3.5.4 | |
// Exported for Minecraft version 1.15 | |
// Paste this class into your mod and generate all required imports | |
import net.minecraft.client.model.ModelPart; | |
import net.minecraft.client.render.VertexConsumer; | |
import net.minecraft.client.render.entity.model.EntityModel; | |
import net.minecraft.client.util.math.MatrixStack; |
@Mixin(ServerWorld.class) | |
public class ServerWorldMixin extends World { | |
// I had to implement this to make the compiler happy but I'm hoping it's not actually going to be called | |
private ServerWorldMixin() { | |
super(null, null, null, null, false); | |
} | |
// This was working before I tried to access this.dimension | |
@Inject(at = @At("RETURN"), method = "<init>(Lnet/minecraft/server/MinecraftServer;Ljava/util/concurrent/Executor;Lnet/minecraft/world/WorldSaveHandler;Lnet/minecraft/world/level/LevelProperties;Lnet/minecraft/world/dimension/DimensionType;Lnet/minecraft/util/profiler/Profiler;Lnet/minecraft/server/WorldGenerationProgressListener;)V") | |
private void constructor(MinecraftServer server, Executor workerExecutor, WorldSaveHandler worldSaveHandler, LevelProperties properties, DimensionType dimensionType, Profiler profiler, WorldGenerationProgressListener worldGenerationProgressListener, CallbackInfo info) { |
[alias] | |
browse-tree = !cd -- ${GIT_PREFIX:-.} && hub browse -- tree/"${1-$(git rev-parse --abbrev-ref HEAD)}" # Use argument, or default to HEAD | |
browse-commit = !cd -- ${GIT_PREFIX:-.} && hub browse -- commit/"${1-$(git rev-parse --short HEAD)}" # Use argument, or default to HEAD | |
browse-file = !cd -- ${GIT_PREFIX:-.} && hub browse -- blob/"$(git rev-parse --short HEAD)"/$(git ls-files --full-name "$1") | |
browse-pr = !hub pr list -h "$(git rev-parse --abbrev-ref HEAD)" -f '%U%n' | xargs open | |
// https://github.com/realm/realm-js/issues/370#issuecomment-270849466 | |
import { AsyncStorage } from "react-native" | |
const STORAGE_KEY = 'MockRealm'; | |
export default class Realm { | |
constructor(params) { | |
this.schema = {}; | |
this.callbackList = []; |
In response to Which ZDooM Script Language to Use?
Just wanted to chime in here as someone who recently learned all three for my first WAD project. I was also given the advice "Learn Zscript", so I did. But I have to say, coming as a total beginner in Doom modding and learning Zscript was definitely jumping off the deep end, even for an experienced programmer like myself. Please excuse my ignorance if I am missing out on things here, and I would love to be enlightened to the contrary, but I would like to share from my recent and hard-won experiences.
There is an awful lot of context that you need to understand in order to be productive as a Doom scripter. And currently, since Zscript is the newest and most advanced scripting language, it has the least documentation of any of them (and what documentation there is tends to assume familiarity with the other two systems.)
I've heard several folks mention similarity to C++ as a reason to learn it. And it'