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| type Vector = number[] | |
| function add(u: Vector, v: Vector): Vector { | |
| return u.map((x, i) => x + v[i]) | |
| } | |
| function sub(u: Vector, v: Vector): Vector { | |
| return u.map((x, i) => x - v[i]) | |
| } |
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| using UnityEngine; | |
| #if UNITY_EDITOR | |
| using UnityEditor; | |
| #endif | |
| public class MaxLengthAttribute : PropertyAttribute { | |
| public readonly uint Length; | |
| public MaxLengthAttribute(uint length) { |
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| #nullable enable | |
| #region Usings | |
| using Unity.Burst; | |
| using Unity.Collections; | |
| using Unity.Entities; | |
| using Unity.Jobs; | |
| using Unity.Mathematics; | |
| using Unity.Transforms; | |
| using UnityEngine.InputSystem; | |
| #endregion |
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| // gist by Roystan (IronWarrior): https://gist.github.com/IronWarrior/005f649e443bf51b656729231d0b8af4 | |
| // Video demo: https://twitter.com/DavigoGame/status/1300842800964018178 | |
| // | |
| // CONTRIBUTIONS: | |
| // Mac and Linux support added by Creature Coding: https://creaturecoding.com/ | |
| // | |
| // PURPOSE: | |
| // Unity does not permit a project to be open in two different editor instances. | |
| // This can be frustrating when building projects with multiplayer networking, | |
| // as it would require you to create a build every time you wish you test your netcode. |
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| [MethodImpl(MethodImplOptions.AggressiveInlining)] | |
| public static T GetComponentData<T>(this Entity entity, World world = null) where T: struct, IComponentData | |
| { | |
| if (world == null) | |
| { | |
| world = World.Active; | |
| } | |
| return world.EntityManager.GetComponentData<T>(entity); | |
| } |
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| export default [ | |
| "Reticulating splines...", | |
| "Generating witty dialog...", | |
| "Swapping time and space...", | |
| "Spinning violently around the y-axis...", | |
| "Tokenizing real life...", | |
| "Bending the spoon...", | |
| "Filtering morale...", | |
| "Don't think of purple hippos...", | |
| "We need a new fuse...", |
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| #!/usr/bin/env python3 | |
| """ | |
| Python 3 code that can decompress (to a .gvas file), or recompress (to a .savegame file) | |
| the UE4 savegame file that Astroneer uses. | |
| Though I wrote this for tinkering with Astroneer games saves, it's probably | |
| generic to the Unreal Engine 4 compressed saved game format. | |
| Examples: |
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| using UnityEngine; | |
| using System.Linq; | |
| [RequireComponent(typeof(Rigidbody))] | |
| public class RigidbodyMassCalculator : MonoBehaviour { | |
| public float density = 1f; | |
| public bool recalculateOnAwake = true; | |
| Rigidbody rb; |