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#![feature(portable_simd)] | |
use std::simd::Simd; | |
use std::array; | |
use std::time::Duration; | |
use instant; | |
use rand::prelude::*; | |
const lanes : usize = 16; | |
fn main() { |
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#![feature(portable_simd)] | |
use std::simd::Simd; | |
use std::array; | |
use std::time::Duration; | |
use instant; | |
use rand::prelude::*; | |
const lanes : usize = 16; | |
fn main() { |
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using UnityEditor; | |
using UnityEngine; | |
namespace Agens | |
{ | |
#if UNITY_EDITOR | |
public enum PivotAlignment | |
{ | |
Min,Mid,Max, | |
} |
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using System; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
using UnityEngine; | |
using Random = UnityEngine.Random; | |
/* | |
* CollectionBrowser together with the CollectionBrowserInspector | |
* is a little tool for placing a set of prefabs that can be browsed through. |
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#!/usr/bin/env python | |
import sys | |
import subprocess | |
print("use like this... ./megasymbo.py unsymbolicated.crash YourThing.dSYM/Contents/Resources/DWARF/YourThing YourThing > result.crash") | |
print("third argument is for the pattern of YourThing 0xbadf00d 0x1337") | |
if len(sys.argv) != 4: | |
print("Exiting program.. Please provide exact arguments") | |
quit() | |
thaCrash = sys.argv[1] | |
thaDSym = sys.argv[2] |
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#!/usr/bin/env python | |
import sys | |
import subprocess | |
import os | |
if len(sys.argv) < 3: | |
print("This snippet explodes a shader collections into multiple shader collection containing x shaders") | |
print("use like this... ./shaderSplitter.py AllShaders.shaderVariants ShaderPrefix 4") |
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import bpy | |
import math | |
bl_info = { | |
"name": "Easy setup of UV Projection", | |
"blender": (2, 80, 0), | |
"category": "UV", | |
} | |
uvProjectorsCollectionName="UVProjectors" |
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import bpy | |
#This blender plugin will export everything in a collection named Export with fbx format with FBX scale. | |
#You can adjust to your needs for options - usefull for making sure you have consistent | |
#export settings for your FBXs and an easy way to reach them. I suggest you add it to quick shortcuts as well. | |
#I just press q->export and enter and then I have exported a new version. | |
bl_info = { | |
"name": "Export whitebox mesh", | |
"blender": (2, 80, 0), | |
"category": "Exporter", |