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aiya000 / LICENSE
Last active November 3, 2021 17:23
ひぐらしのなく頃に反 設定資料集
The MIT License (MIT)
Copyright (c) 2021 aiya000
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
@rbtnn
rbtnn / ddc_and_pum.vim
Last active August 2, 2024 03:15
ddc.vimとpum.vimを試す最小限の設定
call plug#('Shougo/pum.vim')
call plug#('Shougo/ddc.vim')
call plug#('Shougo/ddc-around')
call plug#('Shougo/ddc-matcher_head')
call plug#('Shougo/ddc-sorter_rank')
call plug#('Shougo/ddc-converter_remove_overlap')
call plug#('vim-denops/denops.vim')
call ddc#custom#patch_global('completionMenu', 'pum.vim')
call ddc#custom#patch_global('sources', ['around'])

VRChatのスクショのFOVを調整するやつ

VRChatの標準カメラ(FOV=60)で撮影すると、周辺部がにゅ~んと伸びてしまいがちなので、それを調整するためのバッチファイルを書いてみました。

※2021年11月のアップデート以降、カメラのFOVが調整可能になりました。FOVがデフォルトから変更している状態で撮影した場合は正常に補正できませんのでご注意ください。

画像左:Before / 右:After

セットアップ手順

@aiya000
aiya000 / types.ts
Created February 20, 2021 15:08
TypeScriptは`interface Foo { ... }`と`type Foo = { ... }`を区別するっぽい!?
/**
* Proves that A and B is the same types.
*/
export type Equal<A, B> = A extends B ? (B extends A ? true : never) : never
/**
* Makes all fields of A to `<its-type> | null`.
*/
export type Nullable<A extends Record<string, unknown>> = { [K in keyof A]: A[K] | null }
@aiya000
aiya000 / auth-user.ts
Last active February 19, 2021 12:40
Getting an access token of VRChat API. and then getting friend list using it. VRChat APIでアクセストークンを使って、フレンドを取得するやつ。
import axios from 'axios'
function isThatArray<T>(x: unknown, p: (a: unknown) => a is T): x is Array<T> {
return Array.isArray(x) && x.every(p)
}
function isString(x: unknown): x is string {
return typeof x === 'string'
}
@aiya000
aiya000 / .gitignore
Last active September 1, 2024 09:31
.gitignore for VRChat avatar projects
# Created by https://www.toptal.com/developers/gitignore/api/unity
# Edit at https://www.toptal.com/developers/gitignore?templates=unity
### Unity ###
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#/[Ll]ibrary/
/[Tt]emp/
@aiya000
aiya000 / config\Launcher.json
Last active July 13, 2020 15:48
Record&Replay VRC With Xbox Game bar. (The origin is https://booth.pm/ja/items/2026998)
{
"App1": {
"ApplicationName": "Record VRC With Xbox Game Bar",
"FilePath": "recordVRC.bat",
"WorkingDirectory": "./Scripts",
"Arguments": "",
"StartupDialogMainText": "Record VRC with Xbox Game Bar?",
"StartupDialogSubText": "押すごとに録画開始/録画終了を行う",
"MinimumLaunch": true
},
@shadero
shadero / getName.py
Last active December 9, 2021 11:30
私の名前はこのスクリプトで作りました。
# MIT LICENSE: Copyright (c) 2020, yanorei32 All rights reserved.
import random
base = list("でっどぷろとたいぷえちえちしすこんしゃっきん")
def getName(length=4):
return ''.join([random.choice(base) for _ in range(length)])
def main():
for _ in range(200):
@uhooi
uhooi / Makefile
Last active February 8, 2020 15:44
Makefile for Re:VIEW
REVIEW_VERSION := 4.0
REVIEW_CONFIG_FILE ?= config.yml
REVIEW_OUTPUT_TYPE ?= pdf
REVIEW_BOOKNAME := Foo
.DEFAULT_GOAL := help
.PHONY: help
help:
@grep -E '^[a-zA-Z_-]+:.*?# .*$$' $(MAKEFILE_LIST) | sort | awk 'BEGIN {FS = ":[^#]*? #| #"}; {printf "%-18s%s\n", $$1 $$3, $$2}'
@esperecyan
esperecyan / VRChatCrossGit.cs
Last active March 14, 2021 09:38
『VRChatCrossGit.cs』 Sync two local Unity projects using Git. Put this script into “Assets/Editor” folder. / Gitを利用してローカルの2つのUnityプロジェクトを同期します。使い方: https://gitlab.com/vrc-gitcommitter/wiki/-/wikis/%E3%80%90VRChat%E3%80%91%E7%B6%99%E7%B6%9A%E7%9A%84%E3%81%AA%E3%82%AF%E3%83%AD%E3%82%B9%E3%83%97%E3%83%A9%E3%83%83%E3%83%88%E3%83%95%E3%82%A9%E3%83%BC%…
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Text.RegularExpressions;
using System.Diagnostics;
using System.ComponentModel;
using UnityEngine;
using UnityEditor;