The following is a writeup of the following things I've independently discovered or been told over the years on how to utilize OpenGL effectively. Not everything in here I gurantee to be factually correct - though several others share similar ideas as present here. Take these are your own peril, like everything else - nothing is absolute; so profile to be sure and check the standards if something here is incorrect. These things presented here I've come to accept as being a safe
[ Update 2025-03-24: Commenting is disabled permanently. Previous comments are archived at web.archive.org. ]
Most of the terminal emulators auto-detect when a URL appears onscreen and allow to conveniently open them (e.g. via Ctrl+click or Cmd+click, or the right click menu).
It was, however, not possible until now for arbitrary text to point to URLs, just as on webpages.
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param( | |
[string]$edition, | |
[switch]$noWeb = $false | |
) | |
# Try and find a version of Visual Studio in the expected location, since the VS150COMNTOOLS environment variable isn't there any more | |
$basePath = join-path (join-path ${env:ProgramFiles(x86)} "Microsoft Visual Studio") "2017" | |
if ((test-path $basePath) -eq $false) { | |
write-warning "Visual Studio 2017 is not installed." |
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param( | |
[Parameter(Position=0, Mandatory=$true, ValueFromPipeline=$true)][string] $Script, | |
[Parameter(Position=1, Mandatory=$false)][string] $Parameters | |
) | |
$tempFile = [IO.Path]::GetTempFileName() | |
cmd /c " `"$script`" $parameters && set > `"$tempFile`" " | |
Get-Content $tempFile | %{ |
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#!/bin/sh -x | |
# This script must be run from a macOS machine with Xcode installed. | |
# Place this script at the root of your Godot Git clone. | |
# CC0 1.0 Universal | |
# Number of CPU threads to use for compilation (no "nproc" on macOS...) | |
nproc=4 |
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#!/bin/sh -x | |
# This script must be run from a macOS system with | |
# Xcode installed. | |
# Place this script at the root of your Godot Git clone. | |
# CC0 1.0 Universal | |
# Number of CPU threads to use for compilation (no "nproc" on macOS...) | |
nproc=4 |
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:: This script must be run from a Windows system with the Emscripten SDK | |
:: installed and configured. 7-Zip and MinGW also need to be installed. | |
:: Place this script at the root of your Godot Git clone. | |
:: CC0 1.0 Universal | |
set threads=%NUMBER_OF_PROCESSORS% | |
:: Set MinGW path | |
set PATH=%PROGRAMFILES%\mingw-w64\x86_64-6.2.0-posix-seh-rt_v5-rev0\mingw64\bin\;%PATH% |
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#define _WIN32_WINNT 0x0600 | |
#include <stdio.h> | |
#include <windows.h> | |
#include <fileapi.h> | |
#ifndef ENABLE_VIRTUAL_TERMINAL_PROCESSING | |
#define ENABLE_VIRTUAL_TERMINAL_PROCESSING 0x0004 | |
#endif |
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:: This script must be run from a Windows machine with | |
:: Android SDK and NDK installed. | |
:: NOTE: You need Pywin32 to be installed to use multi-threaded compilation. | |
:: You may need to set "threads" to 1 for the first build, even if you have it installed. | |
:: Place this script at the root of your Godot Git clone. | |
:: CC0 1.0 Universal | |
set threads=%NUMBER_OF_PROCESSORS% |
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#!/bin/sh -x | |
# This script must be run from a GNU/Linux system with the Emscripten SDK | |
# installed and configured. | |
# Place this script at the root of your Godot Git clone. | |
# CC0 1.0 Universal | |
export EMSCRIPTEN_ROOT="/opt/emsdk/emscripten/master" |