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| // Made with Amplify Shader Editor | |
| // Available at the Unity Asset Store - http://u3d.as/y3X | |
| Shader "Unlit/Directional Tint" | |
| { | |
| Properties | |
| { | |
| _MainTex("MainTex", 2D) = "white" {} | |
| _Color("Color", Color) = (1,1,1,1) | |
| _ColorA("ColorA", Color) = (1,1,1,1) | |
| _ColorB("ColorB", Color) = (1,1,1,1) |
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| function Run-Step([string] $Description, [ScriptBlock]$script) | |
| { | |
| Write-Host -NoNewline "Loading " $Description.PadRight(20) | |
| & $script | |
| Write-Host "`u{2705}" # checkmark emoji | |
| } | |
| [console]::InputEncoding = [console]::OutputEncoding = New-Object System.Text.UTF8Encoding | |
| $stopwatch = [system.diagnostics.stopwatch]::StartNew() |
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| extends Object | |
| class_name ResourceUtils | |
| # ResourceLoader is unreliable when it comes to cache. | |
| # Sub-resources get cached regardless of the argument passed to load function. | |
| # This is a workaround that generates a new file on a fly, | |
| # while making sure that there is no cache record for it. | |
| # This file is then used to load the resource, after which | |
| # the resource takes over the original path. | |
| static func load_fresh(resource_path : String) -> Resource: |
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| public class Result | |
| { | |
| protected internal Result(bool isSuccess, Error error) | |
| { | |
| if (isSuccess && error != Error.None) | |
| { | |
| throw new InvalidOperationException(); | |
| } | |
| if (!isSuccess && error == Error.None) |
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| # as of godot 4.1 | |
| _static_init | |
| _init | |
| _notification 20 Node.NOTIFICATION_SCENE_INSTANTIATED # only on instantiated scene roots | |
| _notification 18 Node.NOTIFICATION_PARENTED | |
| _enter_tree | |
| tree_entered signal | |
| _notification 27 Node.NOTIFICATION_POST_ENTER_TREE | |
| _ready | |
| ready signal |
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| #!/bin/bash | |
| # Terminate on first error | |
| set -e | |
| # Check if input file is provided | |
| if [ -z "$1" ]; then | |
| echo "Usage: $0 <input_file.pdf>" | |
| exit 1 | |
| fi |
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