This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
tool | |
extends SceneTree | |
const PLATFORM_ANDROID = "Android" | |
const PLATFORM_HTML5 = "HTML5" | |
const PLATFORM_IOS = "iOS" | |
const PLATFORM_LINUX = "Linux/X11" | |
const PLATFORM_MAC = "Mac OSX" | |
const PLATFORM_UWP = "UWP" | |
const PLATFORM_WINDOWS = "Windows Desktop" |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
name: Security audit | |
on: | |
schedule: | |
- cron: '0 0 * * *' | |
push: | |
paths: | |
- '**/Cargo.toml' | |
- '**/Cargo.lock' | |
jobs: | |
security_audit: |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#!/bin/bash -x | |
# This script takes .app file generated by unity for OSX, signs any plugin bundles and the main app, | |
# zips the project, and submits it for notarization | |
# Required data -- You need to fill these out with useful values! | |
USERNAME=# username of your apple account, usually your email | |
PASSWORD=# a generated password from appleid.apple.com | |
ROOT_FOLDER=# path to where your build lives | |
APP_NAME=# name of the app file unity created for you | |
PLUGIN_DIR=Contents/Plugins # you should be able to leave this be |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# ############################################################################ # | |
# Copyright © 2020-present Darenn Keller <[email protected]> | |
# Licensed under the MIT License. | |
# See LICENSE in the project root for license information. | |
# ############################################################################ # | |
extends Reference | |
class_name LinkParser | |
# ############################################################################ # |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
extends Node | |
onready var scene_tree: = get_tree() | |
var _path: = "res://src/Levels/Levels/" | |
var _levels: = [] | |
var _level_index: = -1 | |
var _level | |
var _container |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# Loads a scene in the background using a seperate thread and a queue. | |
# Foreach new scene there will be an instance of ResourceInteractiveLoader | |
# that will raise an on_scene_loaded event once the scene has been loaded. | |
# Hooking the on_progress event will give you the current progress of any | |
# scene that is being processed in realtime. The loader also uses caching | |
# to avoid duplicate loading of scenes and it will prevent loading the | |
# same scene multiple times concurrently. | |
# | |
# Sample usage: | |
# |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
shader_type spatial; | |
render_mode unshaded; | |
render_mode cull_disabled; | |
uniform float depth_distance = 1.0; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
extends RayCast2D | |
# If this is use to disable collisions | |
export(bool) var disable_collisions = false; | |
# What to set/remove collisions against | |
export(NodePath) var physics_path | |
var physics_object | |
func _ready(): |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# Simple Utility Script | |
# Traps Mouse Cursor and hides it. | |
# ESCAPE to quit game | |
# F5 to reload current scene | |
# F9 to toggle collision shape dispay. Scene MUST be reloaded | |
# F10 to toggle fps Display | |
# F11 to switch from windowed to fullscreen | |
# F12 to take screenshot | |
# | |
# Works great for fps games |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# original code by CowThing: https://github.com/godotengine/godot/issues/6506 | |
# port to Godot 3 and bugfixes by atomius. | |
# usage: | |
# set this script as AutoLoad (Singleton enabled) | |
# | |
# in the project settings: | |
# [display] | |
# set 'window/size/width' and 'window/size/height' to your desired render resolution. | |
# set 'window/size/test_width' and 'window/size/test_height' to the initial window size. |
NewerOlder