License: CC-BY-4.0
For example, in BlueSKy, a handle is a display name, for example lyuma2d.bsky.app.
See Basis documentation: <>
Conceptually, a handle is a username.
# Copyright 2024 V-Sekai contributors | |
# SPDX-License-Identifier: MIT | |
@tool | |
extends Node3D | |
#@export_node_path("Node3D") var raw_tracker: NodePath: | |
#set(value): | |
#raw_tracker = value | |
#raw_tracker_node = get_node_or_null(raw_tracker) | |
@export var raw_tracker_node: Node3D |
[gd_resource type="Theme" load_steps=32 format=3] | |
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_fnqu7"] | |
content_margin_left = 4.0 | |
content_margin_top = 1.0 | |
content_margin_right = 4.0 | |
content_margin_bottom = 1.0 | |
bg_color = Color(0.1, 0.1, 0.1, 0.3) | |
corner_radius_top_left = 3 | |
corner_radius_top_right = 3 |
# resource_parser.gd for Godot 4.0 | |
# Copyright (c) 2023 Lyuma <[email protected]> | |
# | |
# 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: | |
# |
// WIP Godot port. Lighting function not yet implemented. Clouds need #define and are not transparent. | |
/* | |
MIT License | |
Godot Port Copyright (c) 2022 Lyuma | |
Copyright (c) 2022 SCRN-VRC | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal |
/*************************************************************************/ | |
/* default_godot_light_function.gdshader */ | |
/*************************************************************************/ | |
/* This file is part of: */ | |
/* GODOT ENGINE */ | |
/* https://godotengine.org */ | |
/*************************************************************************/ | |
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ | |
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ | |
/* */ |
# SimpleOSC for Godot 4.0 alpha3 , version 0.1 | |
# Copyright (c) 2022 Lyuma <[email protected]> | |
# | |
# 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: | |
# |
/* SimpleOSC for C#, version 0.1 | |
Copyright (c) 2022 Lyuma <[email protected]> | |
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: |
# Copyright 2021 Lyuma | |
# | |
# 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: | |
# | |
# The above copyright notice and this permission notice shall be included |
Shader "Custom/SimpleParallax" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 | |
_ParallaxMap ("Height Map", 2D) = "black" {} |