- color scheme
- dracula - https://draculatheme.com/
- tmux
- terminal
- vim
- using plug (vim), tpm (tmux), and a json file for windows terminal
- dracula - https://draculatheme.com/
- terminal
- i use bash, you can use zsh, its all mostly applicable
- fuzzy learning cd: https://github.com/rupa/z
- z proj, takes you to /some/deep/directory/project
| #!/usr/bin/bash | |
| # Install CMake GUI | |
| sudo apt-get install cmake-gui | |
| # SFML Dependencies | |
| sudo apt-get install libpthread-stubs0-dev | |
| sudo apt-get install libgl1-mesa-dev | |
| sudo apt-get install libx11-dev | |
| sudo apt-get install libxrandr-dev |
The program: JKPS
My Discord: Jeki the Monkey from München#3932
To make the program read the written value correctly you have to put a space between colon and the rest of the data.
Just skip steps 22, 23 and 25 if dual-boot isn't your use case scenario
-
Change keyboard layout (if needed, default is 'us')
- to see all avaliable layouts:
ls /usr/share/kbd/keymaps/**/*.map.gz loadkeys us
- to see all avaliable layouts:
-
Verify boot mode:
ls /sys/firmware/efi/efivars(If the directory exist your computer supports EFI)
| <?xml version='1.0' ?> | |
| <!-- | |
| Why is this one giant script instead of a bunch of smaller scripts? | |
| Mostly this comes down to BuildGraph and personal preference. As the language BuildGraph isn't | |
| really much of a programming language there is no easy way to use an IDE and jump between | |
| includes, find usages of variables, and just generally quickly search things. It was found to | |
| be easier to have a single large file that a developer can quickly jump up and down in when | |
| trying to understand what the BuildGraph script is doing. |
This smol post assumes you worked on a custom thunk implementation before but no idea how it works, why you're using cursed macros from 1990s etc. If you don't have any programming experience or relatively new to Unreal world, it's likely you might not understand anything from this post, not because concepts are too difficult to grasp, but rather because this post is written for the people who has an understanding of how Unreal works since a while and want to expand their knowledge of custom thunks implementation.
- A thunk is a function that you can save and call later, so if you had an array of
TFunction<void()>s, you would have an array of custom thunks that you can bind/unbind new function pointers to existingTFunctions. - Custom thunks of Blueprints are the same, they're a fancy array/list of function pointers. Imagine for each node you placed to graph, Blueprints have a place for that node in it's list of custom thunks. For example the
+node in Blueprints that