- Set an environment variable called
CMDER_ROOT
to your root Cmder folder (in my caseC:\Program Files (x86)\Cmder
). It seems to be important that this does not have quotes around it because they mess with concatenation in the init script. - In your IntelliJ terminal settings, use
"cmd" /k ""%CMDER_ROOT%\vendor\init.bat""
as the Shell path. The double-double-quotes are intentional, as they counteract the missing double quotes in the environment variable.
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## Unity ## | |
*.cs diff=csharp text | |
*.cginc text | |
*.shader text | |
*.mat merge=unityyamlmerge eol=lf | |
*.anim merge=unityyamlmerge eol=lf | |
*.unity merge=unityyamlmerge eol=lf | |
*.prefab merge=unityyamlmerge eol=lf |
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import React from 'react' | |
import { renderToString, renderToStaticMarkup } from 'react-dom/server' | |
import ApolloClient, { createNetworkInterface, } from 'apollo-client' | |
import { ApolloProvider, getDataFromTree } from 'react-apollo' | |
// Apollo Setup | |
const networkInterface = createNetworkInterface({ | |
uri: process.env.GRAPHCOOL_API | |
}) |
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// Developed by Tom Kail at Inkle | |
// Released under the MIT Licence as held at https://opensource.org/licenses/MIT | |
// Must be placed within a folder named "Editor" | |
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using UnityEditor; | |
using UnityEngine; |
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docker logs nginx 2>&1 | grep "127." | |
# ref: http://stackoverflow.com/questions/34724980/finding-a-string-in-docker-logs-of-container |
git checkout master # you can avoid this line if you are in master...
git subtree split --prefix dist -b gh-pages # create a local gh-pages branch containing the splitted output folder
git push -f origin gh-pages:gh-pages # force the push of the gh-pages branch to the remote gh-pages branch at origin
git branch -D gh-pages # delete the local gh-pages because you will need it: ref
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using UnityEngine; | |
using UnityEngine.UI; | |
public class ManifestInfoText : MonoBehaviour | |
{ | |
[System.Serializable] | |
public class UnityCloudBuildManifestData | |
{ | |
public string scmCommitId; |
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## Unity ## | |
*.cs diff=csharp text | |
*.cginc text | |
*.shader text | |
*.mat merge=unityyamlmerge eol=lf | |
*.anim merge=unityyamlmerge eol=lf | |
*.unity merge=unityyamlmerge eol=lf | |
*.prefab merge=unityyamlmerge eol=lf |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class BezierCurveScript : MonoBehaviour { | |
public class BezierPath | |
{ | |
public List<Vector3> pathPoints; | |
private int segments; |
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/* | |
CoroutineTests.cs -- Shane Celis | |
I was curious about how one could manually drive Unity's coroutines | |
without necessarily putting them into Unity's scheduler. At the | |
heart of it, it's really easy to manually drive them: | |
// Get the coroutine. | |
IEnumerator ienum = MyCoroutine(); | |
// Run it until it yields. |
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