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Rick Christy
grymmjack
I am a friendly old nerd.
🔗https://rickchristy.com
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This document represents the beginning of an upgrade or migration document for GDScript 2.0 and Godot 4.0. I'm focusing on 2D
at the moment as I'm upgrading a 2D game, but will hopefully have more to add for 3D afterward.
## If you want more content like this, please help fund my cat's medical bills at https://ko-fi.com/kyleszklenski - thank you very much! On to the migration guide.
Kontakt 6 Creator Tools LUA script for creating SFZ instruments. Outputs to console.
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Kontakt 6 Creator Tools Export to Decent Sampler format
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Install this script to /usr/local/bin:
$ sudo cp path/to/file/permafocus.sh /usr/local/bin/
(path/to/file should be replaced by the actual path to the folder containing script, for example ~/Downloads/)
With the addition of ES modules, there's now no fewer than 24 ways to load your JS code: (inline|not inline) x (defer|no defer) x (async|no async) x (type=text/javascript | type=module | nomodule) -- and each of them is subtly different.
This document is a comparison of various ways the <script> tags in HTML are processed depending on the attributes set.
If you ever wondered when to use inline <script async type="module"> and when <script nomodule defer src="...">, you're in the good place!
Note that this article is about <script>s inserted in the HTML; the behavior of <script>s inserted at runtime is slightly different - see Deep dive into the murky waters of script loading by Jake Archibald (2013)
The entire table of ANSI color codes working in C!
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