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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":
@terrynoya
terrynoya / pmx21.md
Created June 14, 2017 13:36 — forked from felixjones/pmx21.md
PMX (Polygon Model eXtended) 2.0, 2.1 File Format Specifications

PMX (Polygon Model eXtended) 2.1

This is an English description of the .PMX file format used in Miku Miku Dance (MMD).

PMX is the successor to the .PMD format (Polygon Model Data).

This is work-in-progress! Please leave feedback in the comments.

Todo

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class PlayerMove : MonoBehaviour {
private Rigidbody rb;
public float speed = 20;
public float QBPower = 120;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraOffset : MonoBehaviour
{
public float moveSpeed = 2;
private GameObject playerObj;
private Vector3 offset;
@terrynoya
terrynoya / dependency_test.md
Created August 23, 2018 06:13 — forked from QXSoftware/dependency_test.md
资源依赖正确性测试

资源依赖正确性测试

本次测试包含对AssetDatabase.GetDependenciesEditorUtility.CollectDependencies这两个获取资源的依赖资源的 API 的测试,以及对于meta残留对打AssetBundle的影响。

AssetDatabase.GetDependencies

输入资源路径,例如Assets/Material/demo.mat,以路径形式返回该资源依赖的资源列表,例如Assets/Texture/demo.jpg

这个 API 返回的结果是“错误”的,也就是带残留的。比如某个材质,原本的shader引用了4个纹理,然后切换其shader为新的shader使之只引用一个纹理,这时AssetDatabase.GetDependencies返回的结果还是4个纹理。

@terrynoya
terrynoya / BitSet.cs
Created August 30, 2018 06:13 — forked from NightOwl888/BitSet.cs
C# port of the java.util.BitSet class
/* BitSet.cs -- A vector of bits.
Copyright (C) 1998, 1999, 2000, 2001, 2004, 2005 Free Software Foundation, Inc.
This file is part of GNU Classpath.
GNU Classpath is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2, or (at your option)
any later version.
@terrynoya
terrynoya / Matrix2x2.cs
Created January 17, 2020 07:10 — forked from kodai100/Matrix2x2.cs
Matrix2x2 for Unity
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class Matrix2x2 {
public float m00, m01, m10, m11;
@terrynoya
terrynoya / MultiScreenshotCapture.cs
Created April 22, 2024 11:09 — forked from yasirkula/MultiScreenshotCapture.cs
Capture multiple screenshots with different resolutions simultaneously in Unity 3D
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using UnityEditor;
using UnityEngine;
namespace MultiScreenshotCaptureNamespace
{
internal static class ReflectionExtensions