You must create a palette of colours and set them to the shader's parameters before use in the manner used by the Sprite script source code palette.gd
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| # | |
| # Transmission Control Class for Node.js | |
| # @author Robin Duckett <rduckett@xumo.com> | |
| # | |
| request = require 'request' | |
| _ = require 'underscore' | |
| EventEmitter = require('events').EventEmitter | |
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| // Callback Hell. You and I both know it's hell. | |
| // Here's a secret: Escape Callback Hell... | |
| // ... by using classes, you fucking jackass. | |
| // This is shit: | |
| fs.readdir('tmp', function(err, list) { | |
| async.map(list, function(item, cb) { | |
| cb(null, item.toUpperCase()); | |
| }, function(err, results) { |
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| var $j = (function($j) { | |
| var funcs = [ | |
| 'on', 'hide', 'is', 'toggle', 'html', 'parent' | |
| ]; | |
| var events = {}; | |
| funcs.forEach(function(func) { | |
| events[func] = sinon.spy(jQuery.fn, func); | |
| }); |
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| # Your init script | |
| # | |
| # Atom will evaluate this file each time a new window is opened. It is run | |
| # after packages are loaded/activated and after the previous editor state | |
| # has been restored. | |
| # | |
| # An example hack to make opened Markdown files always be soft wrapped: | |
| # | |
| # path = require 'path' | |
| # |
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| {} |
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| <div class="conversion-rate" ng-controller="ConversionRateController as cntrl"> | |
| <div ng-if="cntrl.error" class="alert alert-danger"> | |
| <p>{{cntrl.error}}</p> | |
| </div> | |
| Hello World | |
| <!-- d3 code here --> | |
| <pre>{{ data | json }}</pre> | |
| <!-- end d3 code --> |
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| TypeError: Cannot read property 'group' of undefined | |
| at http://localhost:5601/bundles/kibana.bundle.js?v=8467:91959:27 | |
| at http://localhost:5601/bundles/commons.bundle.js?v=8467:12601:31 | |
| at http://localhost:5601/bundles/commons.bundle.js?v=8467:7763:28 | |
| at http://localhost:5601/bundles/commons.bundle.js?v=8467:8537:16 | |
| at baseMap (http://localhost:5601/bundles/commons.bundle.js?v=8467:7762:8) | |
| at Function.sortBy (http://localhost:5601/bundles/commons.bundle.js?v=8467:12600:21) | |
| at AggConfigsFactory.AggConfigs.getRequestAggs (http://localhost:5601/bundles/kibana.bundle.js?v=8467:91958:17) | |
| at VisFactory.Vis.requesting (http://localhost:5601/bundles/kibana.bundle.js?v=8467:85179:27) | |
| at http://localhost:5601/bundles/kibana.bundle.js?v=8467:111269:21 |
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| // RPG Top Down / Isometric Camera Controller | |
| // Tested on Unity 2018.3.0f1 | |
| // While using the setup suggested by | |
| // https://answers.unity.com/questions/12027/how-to-do-a-camera-that-is-top-downisometric.html | |
| // I found no off the shelf camera controllers that worked as I would have liked | |
| // This is for basic mouse control (Rotate, Pan, Zoom) | |
| // Improvement suggestions left as exercise for the reader: |
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