O - Schindler's List ๐ฅ [9.5] ๐ฅ O - alien prometheus -> covenant [7.8/ 7] O - The Shawshank Redemption O - Interstellar [8.7] O - Annihilation [6.5] O - Revenant [6.2] O - prospect O - Infinity war -> End Game O - GreenBook O - The Last of Us Series [๐ Episode 3: 10 ๐]
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| /* | |
| * I add this to html files generated with pandoc. | |
| */ | |
| html { | |
| font-size: 100%; | |
| overflow-y: scroll; | |
| -webkit-text-size-adjust: 100%; | |
| -ms-text-size-adjust: 100%; | |
| } |
My Unity repo's git config as of today.
For more complex and complete alternatives, look at:
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| #!/bin/sh | |
| # | |
| # An example hook script to verify what is about to be committed. | |
| # Called by "git commit" with no arguments. The hook should | |
| # exit with non-zero status after issuing an appropriate message if | |
| # it wants to stop the commit. | |
| # | |
| # To enable this hook, rename this file to "pre-commit". | |
| # Redirect output to stderr. |
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| using UnityEngine; | |
| [RequireComponent(typeof(Camera))] | |
| public class FogComponent : MonoBehaviour | |
| { | |
| public Shader myFogShader; | |
| public Color fogColor = Color.red; | |
| private Material myFogMaterial; |
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| ## Unity ## | |
| *.cs diff=csharp text | |
| *.cginc text | |
| *.shader text | |
| *.mat merge=unityyamlmerge eol=lf | |
| *.anim merge=unityyamlmerge eol=lf | |
| *.unity merge=unityyamlmerge eol=lf | |
| *.prefab merge=unityyamlmerge eol=lf |
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| using UnityEngine; | |
| using UnityEditor; | |
| using UnityEngine.UI; | |
| using TMPro; | |
| using TMPro.EditorUtilities; | |
| public class UGuiTextToTextMeshPro : Editor | |
| { | |
| [MenuItem("GameObject/UI/Convert To Text Mesh Pro", false, 4000)] | |
| static void DoIt() |
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| const hsl = (h, s, l) => `hsl(${h * 360},${s * 100}%,${l * 100}%)`; | |
| function createTileset(tileSize, tilesAcross, tilesDown, padding = 0) { | |
| const ctx = document.createElement('canvas').getContext('2d'); | |
| const tileSpace = tileSize + padding; | |
| const width = tileSpace * tilesAcross + padding; | |
| const height = tileSpace * tilesDown + padding; | |
| ctx.canvas.width = width; | |
| ctx.canvas.height = height; | |