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@LouisGameDev
LouisGameDev / ReapplyFlair.js
Created August 7, 2015 04:53
ReapplyFlair
// By /u/loolo78. Use at you will.
// Find the Flair ID by inspecting your flair selection box.
// This script unfortunatly is not very "user" friendly.
//
var flairs = document.getElementsByClassName('flairselectbtn');
var config = { attributes: true, childList: true, characterData: true, subtree: true };
function wait(index){
var temp = flairs[index].parentElement.getElementsByClassName('flairselector drop-choices active')[0];
Shader "Custom/Circle" {
Properties
{
_Scale("Scale", Float) = 1
}
SubShader{
Blend SrcAlpha OneMinusSrcAlpha
Pass{
CGPROGRAM
#pragma vertex vert
@LouisGameDev
LouisGameDev / DownloadMixamoByLouisHong.js
Last active February 3, 2025 15:38
Downloads all the free Mixamo Animations
// Anonymous "self-invoking" function
alert("Thank you for using this script created by Louis Hong (/u/loolo78)\n\nThe download will now begin.");
(function() {
// Load the script
var script = document.createElement("SCRIPT");
script.src = 'https://code.jquery.com/jquery-latest.min.js';
script.type = 'text/javascript';
document.getElementsByTagName("head")[0].appendChild(script);
@LouisGameDev
LouisGameDev / SharedMaterialReinstantiater.cs
Created July 24, 2016 13:58
Modifying Material.sharedMaterial will change the .mat file. Add this script to any object you don't want this to happen to.
using UnityEngine;
using System.Collections;
using Vexe.Runtime.Extensions;
using MaterialCache = System.Collections.Generic.Dictionary<UnityEngine.Material, UnityEngine.Material>;
public class SharedMaterialReinstantiater : MonoBehaviour {
private static readonly MaterialCache _cache = new MaterialCache();
void Awake() {
@LouisGameDev
LouisGameDev / 0_README.md
Last active May 22, 2017 05:28
Matthew Mead's DigiPen website readability optimization with custom CSS/JS

About

I spent some time to optimize Meads website for readability. This CSS provides more readable fonts, eye strain reducing layout and makes sections of texts easier to distinguish.

Nothing revolutionary, it just something makes my day slightly better. ❤️

Installation

Option 1: Styler Chrome Extension

  1. Install chrome extension Styler
  2. Visit meads website
  3. Copy the inject CSS into styler.
@LouisGameDev
LouisGameDev / chrome-ssh-custom-css.css
Last active September 4, 2017 02:25 — forked from jake284773/chrome-ssh-custom-css.css
Chrome Secure Shell Powerline Font
@font-face {
font-family: 'DejaVu Sans Mono Powerline';
font-style: normal;
font-weight: normal;
src: local('DejaVu Sans Mono Powerline'), url('https://github.com/ryanoasis/nerd-fonts/raw/master/patched-fonts/DejaVuSansMono/Regular/complete/DejaVu%20Sans%20Mono%20for%20Powerline%20Nerd%20Font%20Complete%20Mono.ttf') format('truetype');
}
body {
font-family: 'DejaVu Sans Mono Powerline' !important;
}
@LouisGameDev
LouisGameDev / GameboyFX.cs
Created June 4, 2017 00:09
Retry-gameboy looking image-fx in unity3d
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_5_4_OR_NEWER
[ImageEffectAllowedInSceneView]
#endif
[RequireComponent(typeof(Camera)), DisallowMultipleComponent, ExecuteInEditMode]
[AddComponentMenu("Effects/GameboyFX", -1)]
public class GameboyFX : MonoBehaviour {
@LouisGameDev
LouisGameDev / ..README.md
Last active July 4, 2017 03:03
Louis Hong .bashrc

Louis Hong .bashrc

Really barebone .bashrc that's useful for everyone.

How to install

Copy paste into your ~ directory

How to use

@LouisGameDev
LouisGameDev / ..README.md
Last active July 4, 2017 02:50
Louis Hong .tmux.conf

Louis Hong .tmux.conf

Really barebone .tmux.conf that's useful for everyone.

How to install

Copy paste into your ~ directory

How to use

@LouisGameDev
LouisGameDev / SimpleMessage.cs
Last active July 13, 2023 12:28
SimpleMessage: A performant alternative to SendMessage in Unity. (A simple wrapper around the Unity UI event system)
using UnityEngine;
using UnityEngine.EventSystems;
public static class SimpleMessage
{
public delegate void EventFunction<T1,T2>(T1 handler, T2 eventData);
public static bool Send<T,T2>(GameObject target, object eventData, EventFunction<T, T2> functor)
where T : IEventSystemHandler
{