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/** | |
* | |
* | |
* ScaleBitmap | |
* | |
* @author Didier Brun | |
* @author Jerôme Decoster | |
* @version 1.1 | |
* | |
*/ |
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******************************************************************************* | |
* WarCraft III Replay file format description * | |
* * | |
* document version: 1.18 * | |
* document date : 2007-06-26 * | |
* document authors: blue, nagger * | |
* * | |
* For more informtion about w3g file format, please visit: * | |
* http://w3g.deepnode.de * | |
* * |
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#!/bin/bash | |
# Script Name: Sync SVN folders | |
# Description: Use this script to sync changes from one SVN folder to another. A common use is syncing between prod and preprod repos. | |
# Tags: svn, sync | |
# Usage: ./sync-svn-folders.sh /path/to/from-repo /path/to/to-repo | |
FROM_REPO=$1 | |
TO_REPO=$2 | |
# Check that we don't have empty paths |
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using UnityEngine; | |
using System.Collections; | |
using System; | |
using System.Collections.Generic; | |
public class AssetGPULoader : MonoBehaviour { | |
public Camera activeCamera; | |
RenderTexture _rt; | |
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'This function is intended to make it a little easier to add images to emails when sending them | |
' through CDOSYS (CDO.Message). If all the following are true, this may help: | |
' - You want to send an HTML email, with one or more images in the email body | |
' - You want the images to be in the email itself, so that they display without any security or privacy warnings | |
' - You don't want the images to show up explicitly as "Attachments" in email clients like Microsoft Outlook | |
' - You don't want to use the images to "track" who has read your emails (that requirement would be incompatible with the rest) | |
' - You are using VBScript (ASP, WSH) or Office Visual Basic for Applications (VBA), or Visual Basic 6 (VB6) | |
' | |
' This code is loosely based on a collection of prior resources/examples online: | |
' - VBS/VBA versions using "AddRelatedBodyPart": |
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import java.util.Random; | |
import static java.text.MessageFormat.format; | |
/** | |
* http://www.reddit.com/r/dailyprogrammer/comments/10pf0j/9302012_challenge_102_easy_dice_roller/ | |
*/ | |
public class Main { | |
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/* | |
Generates a trail that is always facing upwards using the scriptable mesh interface. | |
vertex colors and uv's are generated similar to the builtin Trail Renderer. | |
To use it | |
1. create an empty game object | |
2. attach this script and a MeshRenderer | |
3. Then assign a particle material to the mesh renderer | |
*/ | |
var height = 2.0; | |
var time = 2.0; |
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using UnityEngine; | |
using System.Collections; | |
// Script to make MMD4Mecanim's expressions controllable like MMDforUnity's expressions. | |
// Move the Z localPosition of an expression GameObject from 0.0-1.0 to control that expression. | |
/* | |
* Instructions: | |
* 1. Copy the "Expression" GameObject (and its children) from inside a MMDforUnity-imported model to inside a MMD4Mecanim-imported model. | |
* 2. Select all the individual GameObjects for the expressions inside the "Expression" GameObject. |
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using UnityEngine; | |
using System.Collections; | |
public class CameraShakeController : MonoBehaviour { | |
public Camera theCamera; | |
public float magnitude = 5.0f; | |
public float duration = 2.0f; | |
public Vector3 direction; |
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# PMX 2.0 file format # | |
This is a description of the PMX file format. This is used for 3D models in Miku Miku Dance (MMD). | |
Since I couldn't find any English descriptions of the PMX file format, I've made this, which is translated from http://gulshan-i-raz.geo.jp/labs/2012/10/17/pmx-format1/. I haven't used this file format yet, so please don't ask me what everything means. | |
An English guide to the PMD file format, which preceeded PMX, can be found here: http://mikumikudance.wikia.com/wiki/MMD:Polygon_Model_Data. | |
If you want to learn more, there are some open source projects on GitHub which can read this format, so go take a look at them. | |
Note: fields with type text begins with an int (32 bit) with how many bytes of text the section is. |
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