Orthodox C++ (sometimes referred as C+) is minimal subset of C++ that improves C, but avoids all unnecessary things from so called Modern C++. It's exactly opposite of what Modern C++ suppose to be.
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Windows Registry Editor Version 5.00 | |
[HKEY_CLASSES_ROOT\Folder\shell\Unity5] | |
@="" | |
"Icon"="%ProgramFiles%\\Unity\\Editor\\Unity.exe" | |
"MUIVerb"="Open as Unity Project" | |
[HKEY_CLASSES_ROOT\Folder\shell\Unity5\Command] | |
@="cmd /c start /D\"c:\\Program Files\\Unity\\Editor\\\" Unity.exe -projectPath \"%1\"" |
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public static class NullableComponentExtensions | |
{ | |
public static UnityEngine.Component GetComponentIfNotNull( this UnityEngine.Component self, System.Type type ) | |
{ | |
if ( self == null ) | |
{ | |
return default( UnityEngine.Component ); | |
} | |
return self.GetComponent( type ); | |
} |
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using UnityEngine; | |
using System; | |
using System.Collections; | |
/// <summary> | |
/// Class for holding singleton component instances in Unity. | |
/// </summary> | |
/// <example> | |
/// [UnitySingleton(UnitySingletonAttribute.Type.LoadedFromResources, false, "test")] | |
/// public class MyClass : UnitySingleton<MyClass> { } |
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#include "Uniforms.glsl" | |
#include "Samplers.glsl" | |
#include "Transform.glsl" | |
#include "ScreenPos.glsl" | |
varying vec2 vScreenPos; | |
varying vec2 vTexCoord; | |
varying vec4 vColor; | |
uniform float pixelWidth = 1024.0; |
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## Unity ## | |
*.cs diff=csharp text | |
*.cginc text | |
*.shader text | |
*.mat merge=unityyamlmerge eol=lf | |
*.anim merge=unityyamlmerge eol=lf | |
*.unity merge=unityyamlmerge eol=lf | |
*.prefab merge=unityyamlmerge eol=lf |
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// Author: Mathias Soeholm | |
// Date: 05/10/2016 | |
// No license, do whatever you want with this script | |
using UnityEngine; | |
using UnityEngine.Serialization; | |
[ExecuteInEditMode] | |
public class TubeRenderer : MonoBehaviour | |
{ | |
[SerializeField] Vector3[] _positions; |
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#if UNITY_EDITOR | |
// You'll need to include compiler conditions to only compile this if this is going through the Unity Editor, otherwise, you will not be able to compile a Build! | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using UnityEngine; | |
using UnityEngine.SceneManagement; | |
using System.IO; | |
using System.Diagnostics; | |
public class LaunchDuplicator : EditorWindow { |
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using UnityEngine; | |
using UnityEditor; | |
[CanEditMultipleObjects, CustomEditor(typeof(Transform))] | |
public class TransformEditor2D : Editor | |
{ | |
public override void OnInspectorGUI() | |
{ | |
Transform transform = (Transform)target; |