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@vasi
vasi / mount_clonezilla.md
Last active November 29, 2025 07:56
Mounting Clonezilla images with FUSE

Mounting Clonezilla images with FUSE

I love to make backups with Clonezilla. But often, I'll back up my system, wipe my Linux partition and try another distro—only to realize that I need access to just one file from the old installation. For example, maybe I made an interesting change to my .zshrc or Samba configuration, which I want to re-use on the new system.

The obvious solutions aren't my favorites. It's easy to restore an image to a spare disk, but it takes a long time, and requires a spare disk I'm willing to wipe. I [could extract an entire image][extract_image], but that also takes lots of time and space. Wouldn't it be nice to just look inside my compressed Clonezilla image, just like I can do with a zip file or squashfs archive?

It turns out it's possible, with clever use of [user-space filesystems][fuse]!

@wikiti
wikiti / !FAB-CLAIM-README.md
Last active October 25, 2025 22:32
A script to automatically add all Quixel MegaScans items to your FAB account

Important

As per the beginning of 2025, Quixel assets are no longer free to claim, so this script is not useful anymore. Comments have been disabled due to this reason.

Note

This script was built for educational purposes. Due to how FAB APIs are built to handle search pagination, all assets might not be claimable through this script. With the last script update, a total of ~600 scanned pages, with ~14k assets. Please note that, by clicking on the "Claim All" quixel button, you'll already have claimed all assets for future free usage, beyond 2024 (official response). This script simply makes sure that assets are added to a library.

Script to add all quixel megascan items to your FAB account

As quixel megascan items will stop being free after 2024. So, this script will go through all Quixel MegaScan items and add them to your account. Quixel would be working on

@Gnumaru
Gnumaru / GdscriptCallSequence.txt
Last active September 7, 2025 13:19
The sequence in which methods and signals gets called in gdscript
# as of godot 4.1
_static_init
_init
_notification 20 Node.NOTIFICATION_SCENE_INSTANTIATED # only on instantiated scene roots
_notification 18 Node.NOTIFICATION_PARENTED
_enter_tree
tree_entered signal
_notification 27 Node.NOTIFICATION_POST_ENTER_TREE
_ready
ready signal
@h3r2tic
h3r2tic / raymarch.hlsl
Last active November 22, 2025 17:12
Depth buffer raymarching for contact shadows, SSGI, SSR, etc.
// Copyright (c) 2023 Tomasz Stachowiak
//
// This contribution is dual licensed under EITHER OF
//
// Apache License, Version 2.0, (http://www.apache.org/licenses/LICENSE-2.0)
// MIT license (http://opensource.org/licenses/MIT)
//
// at your option.
#include "/inc/frame_constants.hlsl"
@julianlam
julianlam / tp-link-ac600-ac1300-drivers-linux.md
Last active November 26, 2025 12:26
Installing drivers for the TP-Link T2U/T3U Plus (AC600 or AC1300) Wireless Adapter #blog
@Sciman101
Sciman101 / player.gd
Last active January 21, 2021 00:27
Godot Platformer Starter Code
extends KinematicBody2D
const ACC_INSTANT = 1000000 # If acceleration time is 0, default to this
# Exposed movement parameters
export var move_speed : float
export var acceleration_time : float # How many seconds does it take to go from 0 to max speed?
export var air_acceleration_time : float # How many seconds does it take to go from 0 to max speed, when we're midair?
export var friction_time : float # How many seconds does it take to go from max speed to 0?
export var jump_height : float # How many pixels vertically should we jump
@asimon91
asimon91 / insults.txt
Created October 9, 2020 15:51
Insults en català
insults[]="Abellot";
insults[]="abraçafanals";
insults[]="absurd";
insults[]="abusananos";
insults[]="abusanenes";
insults[]="acabacases";
insults[]="acaparador";
insults[]="accidiós";
insults[]="acollonit";
insults[]="acuseta";
@saward
saward / godot_recursive_move.gd
Last active July 15, 2022 05:46
Example of Godot path movement using recursion
# MIT licenced. Feel free to use in your project.
# Use recursion to move along path. We move along path, and if there's any
# distance remaining, we call this function again and move further along until
# we reach our destination or there's no distance left to travel
func move_along_path(distance : float) -> void:
# Ensure we have an actual path, otherwise we are done and can stop
# processing
if path.size() == 0:
set_process(false)
return
@sebastian13
sebastian13 / synology-commands.sh
Created August 30, 2019 18:14
Collection of useful terminal commands for Synology DS.
# Renew Let's Encrypt Certificates
/usr/syno/sbin/syno-letsencrypt renew-all
# Disable Firewall
/usr/syno/bin/synofirewall --disable
@rezoner
rezoner / spritestackformat.md
Last active August 15, 2021 14:34
SpriteStack format specs draft

A spritestack model is a ZIP file with two obligatory entries:

package.json

{
    "fileType": "SpriteStackModelProject",
    "title": "Whatever"
}