Orthodox C++ (sometimes referred as C+) is minimal subset of C++ that improves C, but avoids all unnecessary things from so called Modern C++. It's exactly opposite of what Modern C++ suppose to be.
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// Original shader by @bgolus, modified slightly by @alexanderameye for URP, modified slightly more | |
// by @gravitonpunch for ECS/DOTS/HybridRenderer. | |
// https://twitter.com/bgolus | |
// https://medium.com/@bgolus/the-quest-for-very-wide-outlines-ba82ed442cd9 | |
// https://alexanderameye.github.io/ | |
// https://twitter.com/alexanderameye/status/1332286868222775298 | |
Shader "Hidden/Outline" | |
{ | |
Properties |
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// ------------------------------------------ | |
// BasicFPCC.cs | |
// a basic first person character controller | |
// with jump, crouch, run, slide | |
// 2020-10-04 Alucard Jay Kay | |
// ------------------------------------------ | |
// source : | |
// https://forum.unity.com/threads/a-basic-first-person-character-controller-for-prototyping.1169491/ | |
// Brackeys FPS controller base : |
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using System; | |
using System.Diagnostics; | |
using System.Runtime.InteropServices; | |
using System.Windows; | |
using System.Windows.Interop; | |
namespace KinectRun.Host.Controls | |
{ | |
// GameHost is a FrameworkElement and can be added to controls like so: | |
// var gameHost = new GameHost(container.ActualWidth, container.ActualHeight); |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class MeshCut | |
{ | |
private static Plane blade; | |
private static Transform victim_transform; | |
private static Mesh victim_mesh; |
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using Unity.Mathematics; | |
namespace GameCommon.Spatial | |
{ | |
public struct SpatialHash | |
{ | |
public const int Goffset = 10000; | |
public const int Max = 20480; | |
public int CellSize; |
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using UnityEngine; | |
using UnityEditor; | |
public static class HideFlagsUtility | |
{ | |
[MenuItem("Help/Hide Flags/Show All Objects")] | |
private static void ShowAll() | |
{ | |
var allGameObjects = Object.FindObjectsOfType<GameObject>(); | |
foreach (var go in allGameObjects) |
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// public domain | |
// Add to Scripts/Editor/PrefabDetector.cs | |
using System.Collections.Generic; | |
using System.Collections; | |
using System.Linq; | |
using System; | |
using UnityEditor.Experimental.SceneManagement; | |
using UnityEditor.SceneManagement; | |
using UnityEditor; | |
using UnityEngine; |
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// This file is in the public domain. Where | |
// a public domain declaration is not recognized, you are granted | |
// a license to freely use, modify, and redistribute this file in | |
// any way you choose. | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
// Unity remake of a fake volumetric light glow effect |