Real unit test (isolation, no children render)
Calls:
- constructor
- render
| ruby '2.7.1' | |
| gem 'rails', github: 'rails/rails' | |
| gem 'tzinfo-data', '>= 1.2016.7' # Don't rely on OSX/Linux timezone data | |
| # Action Text | |
| gem 'actiontext', github: 'basecamp/actiontext', ref: 'okra' | |
| gem 'okra', github: 'basecamp/okra' | |
| # Drivers |
| using Cinemachine; | |
| using UnityEngine; | |
| using UnityEngine.U2D; | |
| using System.Reflection; | |
| /// <summary> | |
| /// Add this component to a camera that has PixelPerfectCamera and CinemachineBrain | |
| /// components to prevent the active CinemachineVirtualCamera from overwriting the | |
| /// correct orthographic size as calculated by the PixelPerfectCamera. | |
| /// </summary> |
| using UnityEditor; | |
| using UnityEditor.SceneManagement; | |
| using UnityEngine; | |
| namespace SmartEditors | |
| { | |
| [InitializeOnLoad] | |
| public class PlayFromScene : Editor | |
| { | |
| [MenuItem("Tools/Editor/Play From Scene/Set Main Scene", false, 0)] |
The goal of this cheatsheet is to make it easy to add hand-rolled authentication to any rails app in a series of layers.
First the simplest/core layers, then optional layers depending on which features/functionality you want.
Specs |
|
|---|---|
| AUTHOR | Ira Herman |
| LANGUAGE/STACK | Ruby on Rails Version 4, 5, or 6 |
| /// | |
| /// Draw lines at runtime | |
| /// by Nothke | |
| /// unlicensed, aka do whatever you want with it | |
| /// made during Stugan 2016 :) | |
| /// ..(it's midnight, and Robbie clicks A LOT, LOUDLY!) | |
| /// | |
| /// Important: | |
| /// - Should be called in OnPostRender() (after everything else has been drawn) | |
| /// therefore the script that calls it must be attached to the camera |
| /// | |
| /// Simple pooling for Unity. | |
| /// Author: Martin "quill18" Glaude ([email protected]) | |
| /// Latest Version: https://gist.github.com/quill18/5a7cfffae68892621267 | |
| /// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/) | |
| /// UPDATES: | |
| /// 2015-04-16: Changed Pool to use a Stack generic. | |
| /// | |
| /// Usage: | |
| /// |
| #region License | |
| /* FNA GameWindow for System.Windows.Forms Example | |
| * Written by Ethan "flibitijibibo" Lee | |
| * http://www.flibitijibibo.com/ | |
| * | |
| * Released under public domain. | |
| * No warranty implied; use at your own risk. | |
| */ | |
| #endregion |
| #include <iostream> | |
| #ifdef __linux__ | |
| #include <SDL2/SDL.h> | |
| #elif defined(_WIN32) | |
| #include <SDL.h> | |
| #endif | |
| const int WIN_WIDTH = 640; | |
| const int WIN_HEIGHT = 480; |
| ;SMBDIS.ASM - A COMPREHENSIVE SUPER MARIO BROS. DISASSEMBLY | |
| ;by doppelganger ([email protected]) | |
| ;This file is provided for your own use as-is. It will require the character rom data | |
| ;and an iNES file header to get it to work. | |
| ;There are so many people I have to thank for this, that taking all the credit for | |
| ;myself would be an unforgivable act of arrogance. Without their help this would | |
| ;probably not be possible. So I thank all the peeps in the nesdev scene whose insight into | |
| ;the 6502 and the NES helped me learn how it works (you guys know who you are, there's no |