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#! /usr/bin/env python | |
from gimpfu import * | |
import commands | |
import glob | |
import os | |
import string | |
import subprocess | |
suffixes = (['diffuse', '_d'], ['specular', '_s'], ['normal', '_n'], ['height', '_h'], \ |
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#!/bin/bash | |
# Copyright (c) 2015 Calinou | |
# CC0 1.0 Universal | |
# <https://creativecommons.org/publicdomain/zero/1.0/> | |
update() { | |
for d in "$@"; do | |
test -d "$d" -a \! -L "$d" || continue | |
cd "$d" |
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#!/bin/bash | |
# Copyright (c) 2015 Calinou | |
# CC0 1.0 Universal | |
# <https://creativecommons.org/publicdomain/zero/1.0/> | |
update() { | |
for d in "$@"; do | |
test -d "$d" -a \! -L "$d" || continue | |
cd "$d" |
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#!/bin/bash | |
cd /home/minetest/.minetest/worlds/ | |
for j in $(ls); do | |
echo /home/minetest/.minetest/worlds/$j | |
cd /home/minetest/.minetest/worlds/$j | |
rm -rf players-tmp | |
mv players players-tmp | |
mkdir players |
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#!/bin/sh -x | |
# This script compiles Android debug and release templates from a Godot Git clone. | |
# It needs to be run from a GNU/Linux system. The compilation process will automatically | |
# use all CPU threads available. | |
# You will need to install Android SDK (API 23), the build tools, | |
# the Android Support Repository and the NDK (latest, as of November 2016). | |
# Place this script at the root of your Godot Git clone. | |
# CC0 1.0 Universal |
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:: This script must be run from a Windows machine with | |
:: Visual Studio 2015, Python 2.7 and SCons installed at their | |
:: default locations. 7-Zip also needs to be installed (to compress editor binaries). | |
:: NOTE: You need Pywin32 to be installed to use multi-threaded compilation. | |
:: You may need to set "threads" to 1 for the first build, even if you have it installed. | |
:: Place this script at the root of your Godot Git clone. | |
:: CC0 1.0 Universal |
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#!/bin/sh -x | |
# This script must be run from a GNU/Linux system with | |
# OSXCross installed and configured. XCode SDK 7.2 is used | |
# with this script. | |
# Place this script at the root of your Godot Git clone. | |
# CC0 1.0 Universal | |
OSXCROSS_PATH="/opt/osxcross" |
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#!/bin/sh -x | |
# This script compiles Godot for GNU/Linux in 64-bit. | |
# Place this script at the root of your Godot Git clone. | |
# CC0 1.0 Universal | |
# Build 64-bit Godot for GNU/Linux desktop, in debug and release mode | |
scons p=x11 -j$(nproc) verbose=no tools=yes target=release_debug openssl=builtin | |
scons p=x11 -j$(nproc) verbose=no tools=no target=release_debug openssl=builtin |
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#!/bin/sh -x | |
# This script compiles Godot for iOS in 64-bit and 32-bit. | |
# It must be run from a GNU/Linux system. | |
# Place this script at the root of your Godot Git clone. | |
# CC0 1.0 Universal | |
# This needs to be set so that SCons detects OS X as a valid option | |
export OSXCROSS_IOS="anything" |
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#!/bin/sh -x | |
# This script must be run from a GNU/Linux system with the Emscripten SDK | |
# installed and configured. | |
# Place this script at the root of your Godot Git clone. | |
# CC0 1.0 Universal | |
export EMSCRIPTEN_ROOT="/opt/emsdk/emscripten/master" |
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