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Pranav Koundinya PranavSK

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shader_type spatial;
render_mode cull_front, unshaded;
// Set this value as 2 * outline_width_in_pixels * (1 / screen_size.xy)
//uniform vec2 scaled_outline_width = vec2(0.0039, 0.0069);
uniform float outline_width = 2.0;
uniform vec4 outline_color: hint_color;
void vertex () {
// Move to clip space before applying the vertex growth.
class_name StateMachine
extends Node
"""
An automata implemented as a Node which supports a pushdown stack.
The below is a state machine that can be used as a finite state machine or a
pushdown automata by using Object or Object-derived instances as nodes.
Implement one of the following callback functions in the state object to get the
relevant behaviour.
extends StateMachine
const MAX_MOVE_SLIDES: = 6
const Ragdoll: = preload("states/ragdoll.gd")
const Falling: = preload("states/falling.gd")
const Grounded: = preload("states/grounded.gd")
const Crouched: = preload("states/crouched.gd")
const STATE_RAGDOLL: = "Ragdoll"
extends Node
export (float, 0.0, 10.0) var margin_offset: = 5.0
export (float, 4.0, 100.0) var boom_length: = 16
export (float) var move_weight: = 5.0
var _follow_target_bounds: = AABB()
var _velocity: = Vector3.ZERO
var _tan_vertical_fov: = 0.0
var _tan_horizontal_fov: = 0.0
function exa
command exa --git --group-directories-first --sort=name $argv
end
cmd /e:on /v:on /c "for %f in ("* *.exe") do (set "n=%~nxf" & set "n=!n: =_!" & ren "%~ff" "!n!" )"
tool
extends ShaderMaterial
class_name StylizedMaterial
"""
"""
enum BlendMode {MIX, ADD, SUB, MUL}
enum DepthDrawMode {OPAQUE_ONLY, ALWAYS, DISABLED, ALPHA_OPAQUE_PREPASS}
enum CullMode {BACK, FRONT, DISABLED}
enum CelPrimaryMode {NONE, SINGLE, MULTI}
extends Spatial
onready var camera_arm: = $Arm
export(float) var move_speed: = 10
export(float) var move_weight: = 3.2
export(float) var rotate_speed: = 1
export(float) var rotate_weight: = 5.1
export(Vector3) var up_dir: = Vector3.UP
tool
extends EditorScript
const UE4_ASSETS_PATH: = "res://prefabs"
const UE4_ASSET_EXT: = "FBX"
const MATERIALS_STORE_PATH: = "res://materials"
const MATERIALS_STORE_EXT: = "tres"
const SCENE_STORE_PATH: = "res://prefabs"
const SCENE_STORE_EXT: = "tscn"
using System;
using System.Collections.Generic;
using Entitas;
public class CompositeSystem : Systems {
IContexts contexts;
public CompositeSystem(IContexts contexts) {
this.contexts = contexts;
}