mount -t /dev/disk3
mount force -t /dev/disk3
diskutil verifyDisk /dev/disk3
diskutil repairDisk /dev/disk3
diskutil repairDisk /dev/disk3
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/* | |
the twitter api is stupid. it is stupid and bad and expensive. hence, this. | |
Literally just paste this in the JS console on the bookmarks tab and the script will automatically scroll to the bottom of your bookmarks and keep a track of them as it goes. | |
When finished, it downloads a JSON file containing the raw text content of every bookmark. | |
for now it stores just the text inside the tweet itself, but if you're reading this why don't you go ahead and try to also store other information (author, tweetLink, pictures, everything). come on. do it. please? | |
*/ |
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Stable Diffusion is an AI art generation model similar to DALLE-2. | |
Here are some prompts for generating art with Stable Diffusion. | |
Example: | |
- A ghostly apparition drifting through a haunted mansion's grand ballroom, illuminated by flickering candlelight. Eerie, ethereal, moody lighting. | |
- portait of a homer simpson archer shooting arrow at forest monster, front game card, drark, marvel comics, dark, smooth | |
- pirate, deep focus, fantasy, matte, sharp focus | |
- red dead redemption 2, cinematic view, epic sky, detailed, low angle, high detail, warm lighting, volumetric, godrays, vivid, beautiful | |
- a fantasy style portrait painting of rachel lane / alison brie hybrid in the style of francois boucher oil painting, rpg portrait |
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using UnityEngine; | |
using UnityEditor; | |
/// <summary> | |
/// Creates a prefab from Nouns base models. Created as a fix for improperly rigged https://3dnouns.com/ characters. | |
/// | |
/// This tool takes a "MAIN" prefab with the base body and head set up, creates a new prefab based on the "MAIN" one, and swaps out the textures for the imported .gltf gameobject. | |
/// | |
/// Set Up: | |
/// -Download the base body.glb and head.glb from https://github.com/0xFloyd/3DNouns/tree/main/public/baseModels. |
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using UnityEngine; | |
using UnityEngine.XR; | |
using UnityEngine.XR.Management; | |
public class XRSubSystemTest : MonoBehaviour | |
{ | |
public void Start() | |
{ | |
var xrSettings = XRGeneralSettings.Instance; | |
if (xrSettings == null) |
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// No Security | |
{ | |
"rules": { | |
".read": true, | |
".write": true | |
} | |
} |
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using UnityEngine; | |
using UnityEngine.Events; | |
using System.Collections; | |
public class WaveSpawner : MonoBehaviour { | |
public enum SpawnState { SPAWNING, WAITING, COUNTING }; | |
[System.Serializable] | |
public class Wave |
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// Run from the dev tools console of any Youtube video | |
// Accurate as of July 2, 2020. | |
// | |
// Copy and paste this into the dev console in a browser with the desired video loaded. | |
// | |
// NOTE: Some Youtube videos do not directly expose the video url in the response. | |
// This script doesn't currently attempt to handle those. It will work for most other general video types though. | |
(async () => { | |
const html = await fetch(window.location.href).then((resp) => resp.text()).then((text) => text); |
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/*** | |
* This script will anchor a GameObject to a relative screen position. | |
* This script is intended to be used with ViewportHandler.cs by Marcel Căşvan, available here: http://gamedev.stackexchange.com/a/89973/50623 | |
* It is also copied in this gist below. | |
* | |
* Note: For performance reasons it's currently assumed that the game resolution will not change after the game starts. | |
* You could not make this assumption by periodically calling UpdateAnchor() in the Update() function or a coroutine, but is left as an exercise to the reader. | |
*/ | |
/* The MIT License (MIT) |
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