![]() Cloning, creating and deleting a Git repository 3.2. Bare repositories and non-bare repositories 3.3. Synchronization with remote repositories 3.6. The process of adding to a Git repository via staging and committing 4.1. Technical details of a commit object 5.3. Reference table with important Git terminology 6.2. Predecessor commits, parents and commit references 7.2. Branch references and the HEAD reference 7.3. Using caret and tilde for commit references 7.5. Commit ranges with the double dot operator 7.6. Commit ranges with the triple dot operator 8. Different levels of Git configuration 9.1. Configure files and directories to ignore 11.1. Default behaviour of Git for empty directories 12.2. See the current status of your repository 14.4. Commit staged changes to the repository 15. Remove files and adjust the last commit 16.1. Revert changes in files in the working tree 16.3. Correct the last commit with git amend 17. Ignoring certain files and directories 17.1. Convert a Git repository to a bare repository 19. Cloning repositories and the remote called "origin" 19.1. Exercise: Cloning to create a bare Git repository 20. Adding and listing existing remotes 20.1. Synchronizing with remote repositories 20.3. Exercise: Clone your bare repository 21.4. Push changes of a branch to a remote repository 25. Listing changed files before a commit 28.1. Reviewing the changes in the files before a commit 29.1. See the differences in the working tree since the last commit 29.2. Example: Using "git diff" to see the file changes in the working tree 29.3. See differences between staging area and last commit 30. This is the source code of Blip'n Blop, a free video game for the PC released in 2002.Analyzing the commit history with git log 30.1. I guess those came from the first revamping of the code in 2014 theĭevelopper must have thought that implementing a bridge would be easier than Implemented in SDL mixer, and a windows API implemented with Linux syscalls. There's a Direct3D simulated API implented in SDL, a FMOD fake API ![]() For some reasons, there were (and still are) too many nonsensical bridges in.Some level descriptionsĬontained path containing backslashes that failed. Fixed a bug that prevented unix like os from playing.Pause menu and title screen menu are now the same The pause menuĪnd the title screen menu were just a big copy paste. The menus were a big pile of switch case in a single class."Destructeur -> On est pas des Brujahs."."Affiche les têtes de con" (Show the fucktard' faces).After a failed new, in a log message: "Nani? Not enough memory?".Merde de GeForce." (Handles scrolling with the awesome buffer that works "Gère le scrolling avec le super buffer qui marche bizarrement sur cette. ![]() Windows' ass stinks, nota: Ben Karaban apparently works for MS now) Eh oui, Windows pue du cul' (Handles messages. SuperListe::supprime_porc: removes an element of the list without freeing.IDK why, the code is exactly the same as the unporked version. SuperListe::vide_porc: empty (like a?) pork, meaning "in an unclean way".Void* based linked list with an embedded STATEFUL iterator. And it's actually really not awesome, it's a In the game engine, theĮnemies are fighting one of the two couilles at a time, who is then called Tête de turc: a person that gets all the hate.It's not french, it's a made up word, don't look at me like That's what the players are, and the code is in Would still disallow the gamer to properly play the game). Handle a crash, rather than propagating / circumventing silently an error that Has been handled, even memory allocation failures, so that the game wouldn'tĬrash (some, including me, would say that it's easier for a developper to Kudos to you guys, it's a LOT of work,Īnd even if the quality is, uh, debatable, the game actually works flawlesslyĪnd you undeniably got the work done. I would rather have a separate lexicon for the fellas that can't That I'd rather not translate as they'd break the stupidity that made Blip'nīlop famous. Translating comments as I skim through it, there are some really funny gems The quantity of global variables declaredĪnd handled all over the places is truly unmanageable.Īs a french, I can work my way through the code, and although I'll be ![]() The codeĬontains a FUCKTON of global variables, to the point where I'm in awe that Optimizations done back in the days shouldn't be relevant anymore. Both in terms of C++ features, andįeatures (mainly trying not to lock the game in 640x480, adding a few shadersĪs the code is kinda old, there's a lot of revamping to do, and a lot of I am mainly trying to modernize the code. ![]()
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