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| stages: | |
| - build | |
| - deploy | |
| build: | |
| stage: build | |
| image: node:11 | |
| before_script: | |
| - npm install --progress=false --unsafe-perm | |
| script: | |
| - npm run build |
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| <?xml version="1.0"?> | |
| <project version="2"> | |
| <pipeline> | |
| <pass name="BRDF" type="shader" active="true" patchverts="1"> | |
| <shader type="vs" path="shaders\vertex.vk" entry="main" /> | |
| <shader type="ps" path="shaders\fragment.vk" entry="main" /> | |
| <inputlayout> | |
| <item value="Position" semantic="POSITION" /> | |
| <item value="Normal" semantic="NORMAL" /> | |
| <item value="Texcoord" semantic="TEXCOORD0" /> |
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| { | |
| "Africa/Abidjan": { | |
| "latitude": 51.9, | |
| "longitude": -40.2 | |
| }, | |
| "Africa/Accra": { | |
| "latitude": 53.3, | |
| "longitude": -13 | |
| }, | |
| "Africa/Addis_Ababa": { |
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| # we use the requests and json package | |
| import requests | |
| import json | |
| # define request headers | |
| headers = {'Authorization': '<your API-token here>', | |
| 'Content-Type': 'application/x-www-form-urlencoded'} | |
| # we got the url from the swagger documentation. | |
| # it's also possible to pass parameters as '?limit=10&embed=contact' to the url, to limit the response array or to embed referenced objects |
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| FROM kalilinux/kali-linux-docker | |
| RUN apt-get update -y --fix-missing | |
| RUN apt-get upgrade -y ; apt-get autoremove -y | |
| ENV TZ=Europe/Berlin | |
| CMD tail -f /dev/null |
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| Shader /*ase_name*/ "CustomUnlit" /*end*/ | |
| { | |
| Properties | |
| { | |
| /*ase_props*/ | |
| } | |
| SubShader | |
| { | |
| Tags{ "RenderType" = "Opaque" "LightMode" = "ForwardBase" /*ase_tags*/ } |
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| // An outline shader made for Unity with the help of @OverlandGame by @miichidk | |
| // It adjusts the size of the outline to automatically accomodate screen width and camera distance. | |
| // See how it looks here: https://twitter.com/OverlandGame/status/791035637583388672 | |
| // How to use: Create a material which uses this shader, and apply this material to any meshrenderer as second material. | |
| Shader "OutlineShader" | |
| { | |
| Properties | |
| { | |
| _Width ("Width", Float ) = 1 | |
| _Color ("Color", Color) = (1,1,1,1) |
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| using System; | |
| using System.CodeDom; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| using System.Reflection; | |
| using UnityEngine; | |
| using UnityEditor; | |
| using Random = UnityEngine.Random; |
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| public static class TagManager | |
| { | |
| private const string TAG_MANAGER_PATH = "ProjectSettings/TagManager.asset"; | |
| public static bool ContainsTag(string tag) | |
| { | |
| SerializedProperty prop; | |
| if (GetAssetDatabase(out prop)) | |
| { | |
| for (int i = 0; i < prop.arraySize; i++) |
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| These 3 pieces of codes, are all returning wether a list/dictionary has elements or not. | |
| Normal: | |
| int count = 0; | |
| foreach (var ep in IPEndPoints) | |
| { | |
| if (ep.Value == null) | |
| { | |
| count++; | |
| } |