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| an <silent> 9998.331 Window.Select\ Next\ Window <Nop> | |
| an <silent> 9998.332 Window.Select\ Previous\ Window <Nop> | |
| an 9998.333 Window.-SEP2- <Nop> | |
| macm Window.Select\ Next\ Window key=<D-]> action=selectNextWindow: | |
| macm Window.Select\ Previous\ Window key=<D-[> action=selectPreviousWindow: |
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| #!/usr/local/bin/macruby | |
| require 'rubygems' | |
| require 'xcodeproj' | |
| projpath = ARGV[0] + "/Unity-iPhone.xcodeproj" | |
| proj = Xcodeproj::Project.new(projpath) | |
| proj.targets.each do |target| | |
| next unless target.name == "Unity-iPhone" | |
| target.buildConfigurations.each do |config| |
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| sudo mkdir /Developer | |
| cd /Developer | |
| sudo chown `id -u` . | |
| ln -s /Applications/Xcode.app/Contents/Developer/* . | |
| ln -s /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs . |
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| cp "Library/Application Support/Google/Chrome/Default/Extensions/ljobjlafonikaiipfkggjbhkghgicgoh/1.11_0/servers/pycl.py" /usr/local/bin | |
| chmod 755 /usr/local/bin/pycl.py |
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| diff --git a/functions/filter-select b/functions/filter-select | |
| index 7c747e6..8c501a1 100644 | |
| --- a/functions/filter-select | |
| +++ b/functions/filter-select | |
| @@ -560,9 +560,10 @@ function _filter-select-buffer-words() { | |
| a=("${(@)${(@Qu)${(z)BUFFER}}//(#m)[()[\]#\|~]/\\${MATCH}}") | |
| if ! zstyle -t ':filter-select' extended-search ; then | |
| - if zstyle -t ':filter-select' case-insensitive; then | |
| - : ${(A)a::=(#i)${^a}} |
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| [ | |
| { | |
| "keys": [ | |
| "escape" | |
| ], | |
| "command": "run_macro_file", | |
| "args": { | |
| "file": "Packages/User/exit_insert_mode_as_vim.sublime-macro" | |
| }, | |
| "context": [ |
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| movie.AddTween() | |
| .Delay(30 /* frames */) | |
| .Duration(60 /* frames */) | |
| .X(360).Y(80).Rotation(359) | |
| .SetEasing(Tween.Easing.Elastic.InOut) | |
| .Start(); |
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| csharp/unity/renderer/common/lwf_unity_text.cs TextRenderer | |
| TextRendererコンストラクタでGameObjectを生成しMeshFilter, MeshRendererをAddComponentする。 | |
| TextContext中のBitmapFontRendererインスタンスからmeshとmaterialをそれぞれsharedMesh,sharedMaterialに代入。 | |
| TextRenderer.Renderで、渡ってきたMatrix,ColorTransformを、このGameObjectに反映させる。 | |
| これらのGameObjectは、親のLWFObjectよりもZ的に手前になるように配置する(Unityに連続でテキストを描画させ、dynamic batchingされるようにするため)。 |
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| public void ApplyMatrix(GameObject gObj, ref Matrix4x4 m) | |
| { | |
| Transform transform = gObj.transform; | |
| Vector3 v = vector; | |
| v.x = m[0,3]; | |
| v.y = m[1,3]; | |
| v.z = m[2,3]; | |
| transform.localPosition = v; |
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| diff --git a/Src/Zle/zle_refresh.c b/Src/Zle/zle_refresh.c | |
| index 17b78ce..e377ea1 100644 | |
| --- a/Src/Zle/zle_refresh.c | |
| +++ b/Src/Zle/zle_refresh.c | |
| @@ -1244,7 +1244,7 @@ zrefresh(void) | |
| #ifdef __STDC_ISO_10646__ | |
| !ZSH_INVALID_WCHAR_TEST(*t) && | |
| #endif | |
| - iswprint(*t) && (width = WCWIDTH(*t)) > 0) { | |
| + ISWPRINT(*t) && (width = WCWIDTH(*t)) > 0) { |