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| [DevOptions.Shaders] | |
| ; 0 = Use 100% of the CPU for compiling, putting in DefaultEngine.ini doesn't work. | |
| PercentageUnusedShaderCompilingThreads=0 | |
| ; See FShaderCompilingManager for documentation on what these do | |
| bAllowAsynchronousShaderCompiling=True | |
| ; 0 = Use all available cores (No threads reserved for OS) | |
| NumUnusedShaderCompilingThreads=0 | |
| ; 1 = Above Normal priority (Gives shaders more CPU time) | |
| WorkerProcessPriority=1 |
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| @echo off | |
| setlocal | |
| :: --- USAGE INSTRUCTIONS --- | |
| if "%~1"=="" goto :usage | |
| if "%~2"=="" goto :usage | |
| set "FolderName=%~1" | |
| set "ForkUrl=%~2" |
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| import std/macros | |
| # calls debugEcho with the lineInfo | |
| macro here*(x: varargs[typed, `$`]):untyped {.noSideEffect.} = | |
| {.cast(noSideEffect), warning[Deprecated]:off.}: # callsite is deprecated, there's no alternative: https://github.com/nim-lang/RFCs/issues/387 | |
| result = newTree(nnkCommand, ident "debugEcho") | |
| result.add newStrLitNode("--- " & x[0].lineInfo & " ---\n") | |
| result.add newStrLitNode(" " & callsite().toStrLit().strVal & " -> \n") | |
| for c in x: | |
| result.add c |
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| import std/[ macros, strformat ] | |
| proc parseParts(x: NimNode): seq[NimNode] | |
| proc parseDotExpr(x: NimNode): seq[NimNode] = | |
| result.add parseParts(x[0]) | |
| result.add x | |
| proc parseBracketExpr(x: NimNode): seq[NimNode] = | |
| result.add parseParts(x[0]) |
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| import std / macros | |
| type | |
| Vec[N: static[int], T] = object | |
| arr: array[N, T] | |
| Vec4[T] = Vec[4, T] | |
| Vec4f = Vec4[float32] | |
| var a: Vec4f | |
| proc isTypeDesc(n: NimNode): bool = |
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| import macros | |
| proc mysum(a, b, c, d:int) = | |
| echo a + b + c + d | |
| macro apply(fun, args: typed): untyped = | |
| result = newCall(fun) | |
| var funArgLen = getType(fun).len - 2 | |
| case args.kind: | |
| of nnkBracket: | |
| for a in args: |
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| { | |
| "__type": "tm_ui_theme", | |
| "name": "SynthMachine", | |
| "colors": [ | |
| { | |
| "name": "chrome_background", | |
| "color": { | |
| "r": 0.01967233046889305, | |
| "g": 0.01114554610103369,{ | |
| "__type": "tm_ui_theme", |
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| extends Node | |
| export var move_speed := 3.0 | |
| var db | |
| func _ready(): | |
| db = get_node("/root/DataBind") | |
| func _physics_process(delta): |
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| extends Node | |
| var data:Dictionary #key: name:String, val:[Node, property:NodePath] | |
| var handlers:Dictionary # key: name:String, val:[Node, meth name:String] | |
| func dump(): | |
| print("Data:") | |
| for key in data: | |
| print(String(path(key)) + ":" + String(property(key))) | |
| print("\nHandlers:") |
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| // using System.Collections.Generic; | |
| // using UnityEngine; | |
| // using UnityEditor; | |
| // for ordered selection | |
| HashSet<GameObject> selectionSet = new HashSet<GameObject>(); | |
| HashSet<GameObject> newSet = new HashSet<GameObject>(); | |
| HashSet<GameObject> deleteSet = new HashSet<GameObject>(); | |
| List<GameObject> selectionOrdered = new List<GameObject>(); | |
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