The integrity property for scripts and stylesheets:
- https://caniuse.com/subresource-integrity
- https://w3c.github.io/webappsec-subresource-integrity/
- https://developer.mozilla.org/en-US/docs/Web/Security/Subresource_Integrity
| // Static value by default: | |
| // https://caniuse.com/css-variables | |
| :root { | |
| --example: 0deg; | |
| } | |
| .myclass { | |
| background-image: linear-gradient( var(--example), red, green 50%, blue ); | |
| } | |
| // Animated value where supported: |
The integrity property for scripts and stylesheets:
| /* eslint-env browser */ | |
| import type {IRequestWorker} from "./worker.ts"; | |
| const worker = new Worker(new URL("./worker.ts", import.meta.url)) as IRequestWorker; | |
| // Receive from the worker | |
| worker.onmessage = ({data: {myresponse}}) => { | |
| console.log(myresponse); | |
| }; |
| // A barebones example of how to use the motion-controllers library and assets repository to load controller models in yor WebXR app | |
| // This gist will not go into the details of how to set up a WebXR app (See https://immersive-web.github.io/webxr-samples/ for that) | |
| // but will instead focus on the parts needed to find and load the appropriate controller. | |
| // The motion-controllers library is small enough that it can easily be dropped into your own codebase if you wish, but loading it | |
| // directly from a CDN like jsdelivr is an even easier route to getting up and running. | |
| import { fetchProfile } from 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/[email protected]/dist/motion-controllers.module.js'; | |
| // The assets package (https://www.npmjs.com/package/@webxr-input-profiles/assets) is larger, about 67Mb at time of writing, | |
| // so it may be more beneficial to always use a CDN for it, especially since that will enable your app to pick up new controllers |
| { | |
| "version": "2.0.0", | |
| "tasks": [ | |
| { | |
| "label": "Delete Output Folder", | |
| "type": "shell", | |
| "options": { | |
| "cwd": "${workspaceRoot}" |
| texassemble cube -w 1024 -h 1024 -o cubemap.dds px.jpg nx.jpg py.jpg ny.jpg pz.jpg nz.jpg | |
| texconv cubemap.dds -m 0 -y -f BC1_UNORM |
| /* eslint-env photoshop */ | |
| /** | |
| * New 3D Layer from File. | |
| * @param {String} modelFilepath Absolute path to the 3D file | |
| * | |
| * Examples: | |
| * `addLayer3D('C:\\example\\scene.wrl');` | |
| * `addLayer3D('C:\\example\\scene.dae');` | |
| * `addLayer3D('C:\\example\\scene.obj');` |
| Dishonored2.exe+3BFC7F0 | aas_subdivisionSize = 64 | Dishonored2.exe+3BFC818 -> 64 | |
| the size of subdivisions to use for debug drawing | |
| Dishonored2.exe+340CC20 | achievements_Verbose = 0 | Dishonored2.exe+340CC48 -> 0 | |
| debug spam for achievements | |
| Dishonored2.exe+3BFA570 | ai_debugCam = 0 | Dishonored2.exe+3BFA598 -> 0 | |
| enable debug camera | |
| Dishonored2.exe+3BFA470 | ai_debugScript = -1 | Dishonored2.exe+3BFA498 -> 4294967295 |
| -- Reads the 88x88 thumbnail from Material Editor for an arbitrary material. | |
| -- Note that it renders faster when the material editor is closed, | |
| -- so you could call `MatEditor.Close()` first. | |
| -- | |
| -- Parameters: | |
| -- mat: a material instance (StandardMaterial, Universal_Material, etc..) | |
| -- | |
| -- Returns: | |
| -- a Bitmap or `undefined` | |
| -- |