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var a = string.split("apple,banana,stone","<,>") | |
console.log(table.unpack(a)) |
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如果使用16进制编辑器打开你的exe文件的话,可以看到如图的效果,里面的hex code: 504500004C就表示是32位的,而hex code: 504500006486就表示是64_86,也就是64位的。 |
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var a = "@bg adobe.png 1.5" | |
console.log(a.split(/\s+/)) |
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Code taken and modified from Godot's source code | |
func _draw() -> void: | |
var transform := Transform2D() | |
var ruler_transform := Transform2D() | |
var major_subdivide := Transform2D() | |
var minor_subdivide := Transform2D() | |
var zoom: float = 1 / Global.camera.zoom.x | |
transform.x = Vector2(zoom, zoom) | |
# This tracks the "true" top left corner of the drawing: |
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shader_type canvas_item; | |
render_mode unshaded; | |
uniform float size = 10.0; | |
uniform float alpha = 1.0; | |
uniform vec4 color1 : hint_color = vec4(0.7, 0.7, 0.7, 1.0); | |
uniform vec4 color2 : hint_color = vec4(1.0); | |
uniform vec2 offset = vec2(0.0); | |
uniform vec2 scale = vec2(0.0); | |
uniform vec2 rect_size = vec2(0.0); |
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package com.littlesandbox.libeasy; | |
import java.io.BufferedReader; | |
import java.io.File; | |
import java.io.FileNotFoundException; | |
import java.io.FileReader; | |
import java.io.IOException; | |
public class EasyFile | |
{ |
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```python | |
#from easybpy import * | |
import bpy | |
#this is use for change only actived mat | |
#param p_mat:#bpy.context.object.active_material | |
def change_active_material(p_mat): | |
mat = p_mat | |
nodes = mat.node_tree.nodes |
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此配置适用于我: | |
Parallels VM | |
gcc 上的 Ubuntu 21.10 ARM64 (Ubuntu 11.2.0-7ubuntu2) 11.2.0 或 Ubuntu clang 版本 13.0.0-2 | |
使用的命令:(对于 GCC) | |
或(对于 Clang) | |
3.x 使用上述命令,并且主分支也有效(但 p=linuxbsd 而不是 p=x11)。scons -j6 arch=arm64 p=x11 tools=yes module_gdnative_enabled=noscons -j6 arch=arm64 p=x11 tools=yes use_llvm=yes | |
Godot 3.3 和 3.4 在 Mageia 8 和 Fedora 33+ 上都为我构建得很好。我想这里的问题可能是 Debian 10 的旧工具链中的一个错误/不完整的 aarch64 支持。 | |
我建议尝试使用更新的操作系统,或者至少是更新的GCC和binutils版本。 |
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http://visual-arts.jp/recruitment/ |
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https://www.zhangxinxu.com/study/201209/css3-background-image-cross-fade.html | |
suika2 ->stage.h | |
//启用角色淡入淡出模式时进行舞台绘制 | |
void draw_stage_ch_fade(int fade_method) | |
//绘制默认背景淡入淡出 LAYER_FO和LAYER_FI是特殊的实体图像 | |
static void draw_stage_fi_fo_fade_normal() | |
{ | |
render_layer_image(LAYER_FO); | |
render_layer_image(LAYER_FI); |