Updated 02/18/2022 17:57:07.
Mods listed here are fully compatible with this mod.
Mods that are not listed here are not incompatible - but they won't be able to perform animations.
| using BenchmarkDotNet.Attributes; | |
| namespace Testbed; | |
| // Measure garbage collection and performance of HashCode.Combine. | |
| [MemoryDiagnoser] | |
| public class HashBenchmark | |
| { | |
| [Benchmark(Baseline = true)] | |
| public void RealImplementation() |
| using System; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class Tester : MonoBehaviour | |
| { | |
| public int Itterations = 100_000; | |
| public int Runs = 20; | |
| public int ObjectsToInstantiate = 1000; | |
| public GameObject Prefab; |
| using System; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| using System.Reflection; | |
| /* | |
| * Loads and runs an assembly file. | |
| * Assembly file is expected to have a static function called | |
| * Main() with either no args or a string[] array. | |
| * For example: public static void Main(string[] args) is valid. |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| /// <summary> | |
| /// Contains a dual linecast method, which is designed to calculate hits on both front and back faces | |
| /// of colliders. Useful for testing depth of objects (such as checking how thick a wall is) or doing advanced | |
| /// ballistic simulation (such as a projectile penetrating a surface and deflecting based on how far it traveled through the object). | |
| /// | |
| /// Also useful to work around the problem of raycasts not detecting hits when started inside a collider. | |
| /// In that situation, the back face will be detected by this method. |
| # C-Chat 2 | |
| This is a simple voice chat client, that allows a potentially unlimited number of clients to connect to voice chat servers. | |
| **It's primary purpose is to function on a local network only.** | |
| Those servers can be created by anyone. The person hosting that server has control over the other connected clients, so they can kick and mute other people. | |
| ## How to use | |
| Run CrapApp2.exe. It will open a windows form that has the basic controls. | |
| First, choose a username. It is important to press the **[Confirm Name]** button for the name to be updated. You will not be able to do anything else until you have done hit. | |
| [IMAGE HERE] |
| // | |
| // Epicguru here. Full credit to the author of this script. All I did was | |
| // change up some basic stuff to make it compile with standard C# and Monogame. | |
| // | |
| // Perlin noise generator for Unity | |
| // Keijiro Takahashi, 2013, 2015 | |
| // https://github.com/keijiro/PerlinNoise | |
| // | |
| // Based on the original implementation by Ken Perlin | |
| // http://mrl.nyu.edu/~perlin/noise/ |
| using System; | |
| using UnityEngine; | |
| using UnityEngine.Events; | |
| [RequireComponent(typeof(Animator))] | |
| public class GenericAnimationCallback : MonoBehaviour | |
| { | |
| public AnimCallback UponEvent = new AnimCallback(); | |
| public void Event(AnimationEvent e) |
| # Generates random lines given a few parameters; | |
| # the lines are made up nonsense. | |
| import random | |
| charCount = 100 | |
| charOffset = 0 | |
| charMulti = 1 | |
| lineCount = 10 |