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#!/bin/bash | |
# This is a small helper script that utilizes Exiftool to feed back metadata from a Google Photos Takeout Export's JSON sidecar format | |
# into the original media files | |
# Usage: ./migrate-takeout -i <input_dir> -o <output_dir> -e <exiftool_path> | |
# Tells Bash to stop on errors if variables are unset | |
set -eu |
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; STM32 PlatformIO configuration file | |
; | |
; This is a kickstart example to get PlatformIO to work with a STM32CubeMX generated project, which eliminates the need of | |
; of the STM32CubeIDE. It also exclusively uses the driver files provided by CubeMX, rather than the outdated ones PlatformIO uses. | |
; | |
; The following steps get you started: | |
; 1. Open the STM32CubeMX tool, find your board/MCU, and create a new project. | |
; 2. Go to the "Project Manager" tab and set the following: | |
; | |
; Project > Toolchain / IDE : "Makefile" |
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@echo off | |
:: Check for arguments | |
IF [%1]==[] GOTO USAGE | |
IF [%2]==[] GOTO USAGE | |
IF [%3]==[] GOTO USAGE | |
:: Arguments | |
SET "input=%1" | |
SET "inputName=%~n1" |
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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. | |
using System; | |
using UnrealBuildTool; | |
using System.Diagnostics; | |
public class BuildScriptUtils | |
{ | |
// Runs p4.exe to determine the current changelist | |
// Returns true if it could determine the changelist, false if not |
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<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation"> | |
<s:Boolean x:Key="/Default/CodeInspection/Highlighting/IdentifierHighlightingEnabled/@EntryValue">True</s:Boolean></wpf:ResourceDictionary> |
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#!/bin/bash | |
# Put your P4 credentials here! | |
P4_IP="some.domain.com:1666" | |
P4_USER=John | |
P4_PASS=johndoe1234 | |
rm -rf gource.log | |
p4 -p $P4_IP -u $P4_USER -P $P4_PASS changes |awk '{print $2}'|p4 -p $P4_IP -u $P4_USER -P $P4_PASS -x - describe -s|awk '(/^Change / || /^... /) {if ($1 == "Change") {u=substr($4,1,index($4,"@")-1); t = $(NF-1) " " $NF; gsub("/"," ",t); gsub(":"," ",t);time=mktime(t);} else {if ($NF=="add") {c="A";} else if ($NF=="delete") {c="D";} else {c="M";};f=substr($2,3,index($2,"#")-3);print time "|" u "|" c "|" f;}}'|sort -n > gource.log |
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// Copyright 2019-2021 Jonathan Verbeek. All Rights Reserved. | |
#include "Player/HeadBobComponent.h" | |
UHeadBobComponent::UHeadBobComponent() | |
{ | |
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features | |
// off to improve performance if you don't need them. | |
PrimaryComponentTick.bCanEverTick = true; |
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// DynamicTexture | |
#include "DynamicTexture.h" | |
// UTextures have a BPP of 4 (Red, Green, Blue, Alpha) | |
#define DYNAMIC_TEXTURE_BYTES_PER_PIXEL 4 | |
void UDynamicTexture::Initialize(int32 InWidth, int32 InHeight, FLinearColor InClearColor, TextureFilter FilterMethod/* = TextureFilter::TF_Nearest*/) | |
{ | |
// Store the parameters |
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// -*- mode: c++; c-basic-offset: 2; indent-tabs-mode: nil; -*- | |
// Small example how to use the library. | |
// For more examples, look at demo-main.cc | |
// | |
// This code is public domain | |
// (but note, that the led-matrix library this depends on is GPL v2) | |
#include "led-matrix.h" | |
#include <unistd.h> |
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// This is a custom Steam CallResult to support C++ lambdas | |
//----------------------------------------------------------------------------- | |
// Purpose: maps a steam async call result to a lambda function | |
// template params: P = parameter struct | |
//----------------------------------------------------------------------------- | |
template<class P> | |
class CLambdaCallResult : private CCallbackBase | |
{ | |
public: | |
typedef void (*func_t)(P*, bool); |
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