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/* | |
* Created by C.J. Kimberlin | |
* Refactored by Mane Function | |
* | |
* The MIT License (MIT) | |
* | |
* Copyright (c) 2019-2023 | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy | |
* of this software and associated documentation files (the "Software"), to deal |
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Maintainers: | |
nbp: freeciv_qt, freeciv_sdl2, freeciv, freeciv_qt, freeciv, freeciv_gtk, freeciv_gtk, freeciv_sdl2 |
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// Basic Types | |
let id: number = 5 | |
let company: string = 'Traversy Media' | |
let isPublished: boolean = true | |
let x: any = 'Hello' | |
let ids: number[] = [1, 2, 3, 4, 5] | |
let arr: any[] = [1, true, 'Hello'] | |
// Tuple |
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UNITY_DECLARE_SHADOWMAP(_SunCascadedShadowMap); | |
float4 _SunCascadedShadowMap_TexelSize; | |
#define GET_CASCADE_WEIGHTS(wpos, z) getCascadeWeights_splitSpheres(wpos) | |
#define GET_SHADOW_FADE(wpos, z) getShadowFade_SplitSpheres(wpos) | |
#define GET_SHADOW_COORDINATES(wpos,cascadeWeights) getShadowCoord(wpos,cascadeWeights) | |
/** | |
* Gets the cascade weights based on the world position of the fragment and the poisitions of the split spheres for each cascade. |
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using Unity.Burst; | |
using Unity.Collections; | |
using Unity.Collections.LowLevel.Unsafe; | |
using Unity.Jobs; | |
using UnityEngine; | |
// This example code demonstrates using Unity Burst directly on a static method without jobs. | |
// Unity NativeArrays can't be used directly in Unity Burst methods (only in Burst jobs), | |
// so we have to pass pointers to arrays instead. |
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/* | |
* Created by C.J. Kimberlin | |
* | |
* The MIT License (MIT) | |
* | |
* Copyright (c) 2019 | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy | |
* of this software and associated documentation files (the "Software"), to deal | |
* in the Software without restriction, including without limitation the rights |
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// DISCLAIMER: I'VE ONLY RUN THIS SCRIPT ON MY OWN ACCOUNT ONLY. PROCEED/USE WITH RISK! I MADE THIS SCRIPT IN 20 MINUTES SO BE WARNED! | |
// On the other hand, I've deleted 50,000 comments in a matter of minutes so it's been pretty damn handy | |
// 1. Go to Activity feed, like facebook.com/<username>/allactivity | |
// 2. Navigate to specific section of FB, like "Likes and Reactions" or "Comments", | |
// like https://www.facebook.com/<username>/allactivity?privacy_source=activity_log&log_filter=cluster_<clusterid> | |
// 3. Navigate to year that you want to batch delete. You may need to scroll a little bit to let it load | |
// 4. Once you enter this there's no going back!! |
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using UnityEngine; | |
/// <summary> | |
/// A simple FPP (First Person Perspective) camera rotation script. | |
/// Like those found in most FPS (First Person Shooter) games. | |
/// </summary> | |
public class FirstPersonCameraRotation : MonoBehaviour { | |
public float Sensitivity { | |
get { return sensitivity; } |
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<#PSScriptInfo | |
.VERSION 0.1 | |
.GUID dcf37da6-cd01-43c7-8e51-a5ce735aab42 | |
.AUTHOR Romain Tiennot | |
.COMPANYNAME Colibri SAS / ManoMano | |
.COPYRIGHT Copyright (c) Colibri SAS / Manomano 2021 | |
.TAGS pingcastle security activedirectory | |
.PROJECTURI https://gist.github.com/aikiox/98f97ccc092557acc1ea958d65f8f361 |
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/** | |
* Author: Jason White | |
* | |
* Description: | |
* Reads joystick/gamepad events and displays them. | |
* | |
* Compile: | |
* gcc joystick.c -o joystick | |
* | |
* Run: |
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