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fire / reclaimWindows10.ps1
Created July 3, 2021 06:14 — forked from alirobe/reclaimWindows10.ps1
This Windows 10 Setup Script turns off a bunch of unnecessary Windows 10 telemetery, bloatware, & privacy things. Not guaranteed to catch everything. Review and tweak before running. Reboot after running. Scripts for reversing are included and commented. Fork of https://github.com/Disassembler0/Win10-Initial-Setup-Script (different defaults). N.…
##########
# Tweaked Win10 Initial Setup Script
# Primary Author: Disassembler <[email protected]>
# Modified by: alirobe <[email protected]> based on my personal preferences.
# Version: 2.20.2, 2018-09-14
# Primary Author Source: https://github.com/Disassembler0/Win10-Initial-Setup-Script
# Tweaked Source: https://gist.github.com/alirobe/7f3b34ad89a159e6daa1/
# Tweak difference:
#
# @alirobe's version is a subset focused on safely disabling telemetry, some 'smart' features and 3rd party bloat ...
% MIT License
% Copyright (c) 2019 Eric Zinda, Inductor Software, LLC
% 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:
# MIT LICENSE
# Authored by iFire#6518 and alexfreyre#1663
# This code ONLY apply to a mesh and simulations with ONLY the same vertex number
import bpy
#Converts a MeshCache or Cloth modifiers to ShapeKeys
frame = bpy.context.scene.frame_start
for frame in range(bpy.context.scene.frame_end + 1):
bpy.context.scene.frame_current = frame
extends Node2D
const min_ephemeral_port : int = 32768
const max_ephemeral_port : int = 61000
const client_id : String = "AAAA.apps.googleusercontent.com"
const client_secret : String = "AAAA"
const authorization_endpoint : String = "https://accounts.google.com/o/oauth2/v2/auth"
const uri = "https://www.googleapis.com"
const token_request_uri : String = "/oauth2/v4/token"
const user_info_uri : String = "/oauth2/v3/userinfo"
@fire
fire / tilt.shift.glsl
Created January 26, 2021 20:30 — forked from ruby0x1/tilt.shift.glsl
Tilt shift shader, modified from something @grapefrukt gave me
// Modified version of a tilt shift shader from Martin Jonasson (http://grapefrukt.com/)
// Read http://notes.underscorediscovery.com/ for context on shaders and this file
// License : MIT
uniform sampler2D tex0;
varying vec2 tcoord;
varying vec4 color;
/*
Take note that blurring in a single pass (the two for loops below) is more expensive than separating
scoop bucket add Faustvii 'https://github.com/Faustvii/scoop-bucket.git'
scoop install StartupManager sudo
sudo StartupManager add steam
sudo StartupManager remove steam
cd /tmp
# Use a version from mstorsjo/llvm-mingw. This is one I've tested.
wget https://github.com/mstorsjo/llvm-mingw/releases/download/20201020/llvm-mingw-20201020-ucrt-ubuntu-18.04.tar.xz
tar xvf llvm-mingw-20201020-ucrt-ubuntu-18.04.tar.xz
sudo mv llvm-mingw-20201020-ucrt-ubuntu-18.04 /opt/llvm-mingw
export PATH=/opt/llvm-mingw/bin:$PATH
# See https://docs.godotengine.org/en/stable/development/compiling/compiling_for_x11.html
sudo dnf install scons pkgconfig libX11-devel libXcursor-devel libXrandr-devel libXinerama-devel \
libXi-devel mesa-libGL-devel mesa-libGLU-devel alsa-lib-devel pulseaudio-libs-devel \
libudev-devel yasm gcc-c++ -y
@fire
fire / data.json
Last active January 18, 2021 08:06
{
"data": {
"search": {
"edges": [
{
"node": {
"url": "https://github.com/godotengine/godot/pull/45277",
"title": "[WIP] Add separate `simulator` flag for iOS build, change main library to `xcframework`.",
"createdAt": "2021-01-18T08:05:42Z",
"body": "Adds `ios_simulator` Scons flag to select simulator/device SDK for any architecture.\r\n\r\nChanges main Godot library from static library to `.xcframework` to include both ARM64 device and ARM64 simulator libs (empty `.xcframework`s added to dist template).\r\n\r\nMoltenVK library reference is also changed to `.xcframework` for the same reason (Vulkan SDK ships it as the `.xcframework` with ARM64 device and x86_64+ARM64 simulator libs).\r\n\r\nI have not changed `modules` libs, since it should be handled by #45252 in the more convenient way.\r\n\r\nFixes #45209",
@fire
fire / Parse16BitFloat.shader
Created October 11, 2020 03:16 — forked from lyuma/Parse16BitFloat.shader
Godot Shader to extract the raw 16-bit integer in a FORMAT_RGBAH texture.
shader_type spatial;
render_mode unshaded;
uniform usampler2D data_tex;
/*
Use with the following GDScript code:
var data_img = Image.new()
var data := PoolByteArray()
var indexin = 0x8400

debug_menu_always_unshaded_proposal

Describe the project you are working on:

3d game project

Describe the problem or limitation you are having in your project:

Having nested scenes, it is very difficult to see the meshes. To see the scene in every instance scene you must go to the view setting and toggle the unshaded button. It takes a motion, a click and a second click. This happens for every single scene for verification.