blame - shows the commit and author who last modified each line of a file.on-demand file annotations in the editor, including.a status bar blame annotation showing the commit and author who last modified the current line.
#Hover car custom command code#
authorship CodeLens showing the most recent commit and number of authors at the top of files and/or on code blocks.an unobtrusive current line blame annotation at the end of the line showing the commit and author who last modified the line, with more detailed blame information accessible on hover.effortless revision navigation (backwards and forwards) through the history of a file.Here are just some of the features that GitLens provides, For advanced customizations, refer to the GitLens docs and edit your user settings.
![hover car custom command hover car custom command](https://i.redd.it/bwrpqg1spcu11.jpg)
Do you find CodeLens intrusive or the current line blame annotation distracting - no problem, quickly turn them off or change how they behave via the interactive GitLens Settings editor. GitLens is powerful, feature rich, and highly customizable to meet your needs. Effortlessly explore the history and evolution of a codebase. Jump back through history to gain further insights as to how and why the code evolved. Quickly glimpse into whom, why, and when a line or code block was changed. GitLens simply helps you better understand code. GitLens is an open-source extension for Visual Studio Code. It helps you to visualize code authorship at a glance via Git blame annotations and CodeLens, seamlessly navigate and explore Git repositories, gain valuable insights via rich visualizations and powerful comparison commands, and so much more.
#Hover car custom command ps2#
WARNING: Higher FOV will lower the framerate(you see more, thus render more), I may end up disabling FOV changes on the ps2 if it ends up being too slow.GitLens supercharges Git inside VS Code and unlocks untapped knowledge within each repository. (If soldier first person is changed, I'll need to go in and change the offset, for the vehicle, the cockpit may need some tweaking, etc.) Some things may need to be adjusted once their FOV's are set. This mainly concerns Joe and Wally, but you can now set the field of view for the first and third person perspectives via the ODFs. I've already updated several vehicles to use this. Then, in combat, it will always make sweeping turns, rather than on-the-spot turns. It is to be used for vehicles that look bad when they turn on the spot, such as the cis_tread_hailfire (wheel tank). I have added a new odf flag, "MovingTurnOnly". Just a reminder that if you don't want a particular npc class (gungen/ewok/etc) to get into vehicles, add the following to its odf: For vehicles such as the ATAT, which we do not want to leave behind, you can add the following to the odf: One vehicle per command post will now be ignored by the AI (hence left for a player). So far, I've added it to two unit configs: An example of a vehicle that takes advantage of this is all_hover_speederbike, which we want to just whiz past any enemies that it encounters on its way to a command post.īy default, of course, all units will be interrupted by combat, so you do not need to do anything with the flag. I've added a flag to the config files that allows you to specify that a particular unit does have its current task interrupted by combat if it encounters an enemy. I checked in new hero ODFs with capture turned off, as requested. Soldiers and droidekas capture by default, while everything else does not.
![hover car custom command hover car custom command](https://i.pinimg.com/736x/c5/7b/4c/c57b4c4a52460134873786d266902f03--odd-stuff-cars-auto.jpg)
You can now specify whether a unit (or vehicle) can capture command posts: It seems to be working pretty well so far, but it works best if the pitch rate is relatively modest (around 0.5). I've integrated the Halo-style turn acceleration into all unit and vehicle types, and increased the default filter values to tighten up the controls. Otherwise, the passenger slots steal them. When you add passenger slots to a vehicle, you need to put them below the camera track settings (EyePointOffset, TrackCenter, TrackOffset, TiltValue, MoveTension, AimTension). Soldiers and vehicles have different names for the same thing, which may be leading to some confusion.
![hover car custom command hover car custom command](https://jundroo.blob.core.windows.net/simpleplanes/GameData/aircraft/625/qwV136-FrontView.png)
StrafeRollAngle - angle the unit leans left or right with strafeīankAngle - angle the unit leans into turns ThrustPitchAngle - angle the unit leans forward or backwards with thrust