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| using UnityEngine; | |
| using System.Collections; | |
| public class Comment : MonoBehaviour { | |
| public string comment; | |
| } |
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| javax.mail.AuthenticationFailedException: 535 5.7.3 Authentication unsuccessful | |
| at com.sun.mail.smtp.SMTPTransport$Authenticator.authenticate(SMTPTransport.java:809) | |
| at com.sun.mail.smtp.SMTPTransport.authenticate(SMTPTransport.java:752) | |
| at com.sun.mail.smtp.SMTPTransport.protocolConnect(SMTPTransport.java:669) | |
| at javax.mail.Service.connect(Service.java:317) | |
| at javax.mail.Service.connect(Service.java:176) | |
| at javax.mail.Service.connect(Service.java:125) | |
| at javax.mail.Transport.send0(Transport.java:194) | |
| at javax.mail.Transport.send(Transport.java:124) | |
| at hudson.tasks.Mailer$DescriptorImpl.doSendTestMail(Mailer.java:519) |
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| Shader "eliotlash/Particles/Additive B&W" { | |
| Properties { | |
| _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) | |
| _MainTex ("Particle Texture", 2D) = "white" {} | |
| _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 | |
| _BWEffectOn ("B&W Effect On", Range(0, 1)) = 0 | |
| } | |
| Category { | |
| Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } |
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| #ifndef NOISE_SIMPLEX_FUNC | |
| #define NOISE_SIMPLEX_FUNC | |
| /* | |
| Description: | |
| Array- and textureless CgFx/HLSL 2D, 3D and 4D simplex noise functions. | |
| a.k.a. simplified and optimized Perlin noise. | |
| The functions have very good performance | |
| and no dependencies on external data. |
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| Shader "Custom/crappyVertPerlin" { | |
| Properties { | |
| // _Slide ("SliderTime", Range(0, 20)) = 0 | |
| _PerlinScale ("Perlin Scale", Vector) = (50, 50, 0, 0) | |
| } | |
| SubShader { | |
| Tags { "RenderType"="Opaque" } | |
| Pass { | |
| CGPROGRAM |
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| /** | |
| * This is an example of how to make a class that fires off events to the BPM of a song. | |
| * I haven't tested it and it may require work to compile, this is based off a much more complex | |
| * manager from another project. | |
| * | |
| * Copyright (c) 2015 Eliot Lash | |
| * | |
| * 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 |
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| // http://unitycoder.com/blog/2012/02/26/water-splash-screen-effect-shader/ | |
| Shader "Custom/waterscreen1" { | |
| Properties { | |
| _MainTex ("Base (RGB)", 2D) = "white" {} | |
| _Water ("WaterBlur (BW)", 2D) = "white" {} | |
| _Slide ("SliderTime", Range(0, 0.2)) = 0 | |
| } | |
| SubShader { | |
| Tags { "RenderType"="Opaque" } |
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| /*** | |
| * This script will anchor a GameObject to a relative screen position. | |
| * This script is intended to be used with ViewportHandler.cs by Marcel Căşvan, available here: http://gamedev.stackexchange.com/a/89973/50623 | |
| * It is also copied in this gist below. | |
| * | |
| * Note: For performance reasons it's currently assumed that the game resolution will not change after the game starts. | |
| * You could not make this assumption by periodically calling UpdateAnchor() in the Update() function or a coroutine, but is left as an exercise to the reader. | |
| */ | |
| /* The MIT License (MIT) |
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| alias startmemcached="launchctl load -w /System/Library/LaunchDaemons/com.danga.memcached.plist" | |
| alias stopmemcached="launchctl unload /System/Library/LaunchDaemons/com.danga.memcached.plist" | |
| alias startmanimal="startmemcached; mvn clean tomcat7:run-war" |
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| //Implemented based on the pseudo-code in http://stackoverflow.com/a/9981965/350761 | |
| int randomIndex = arc4random() % [set count]; | |
| __block int currentIndex = 0; | |
| __block id selectedObj = nil; | |
| [set enumerateObjectsUsingBlock:^(id obj, BOOL *stop) { | |
| if (randomIndex == currentIndex) { selectedObj = obj; *stop = YES; } | |
| else currentIndex++; | |
| }]; | |
| return selectedObj; |