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@ubogdan
ubogdan / ida_plugins.md
Created August 11, 2019 09:03
A list of IDA Plugins

A list of IDA Plugins

I'll be organizing the plugins over time. Please submit PRs if you have any other outstanding plugins. I would like to tag each plugin with its corresponding IDA version, but it will take me a long time to test. If you can help there, please do.

If a plugin is only a source repo with no description or documentation, I am not adding it.

TODO

  • Add more plugins
  • Categorize plugins
@filod
filod / AsmdefDebug.cs
Created January 8, 2019 10:00 — forked from angularsen/AsmdefDebug.cs
Find out what assemblies are being built and how long each takes. Updated to only build for Editor, and to include total time in first line of log output.
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using UnityEditor;
using UnityEditor.Compilation;
using UnityEngine;
/// <summary>
@KevinThielen
KevinThielen / CustomDefines.cs
Last active January 30, 2024 10:22
[Unity] Create MenuItems dynamically to add/remove preprocessor macros.
using UnityEngine;
using UnityEditor;
using System.Text;
namespace MyUtil
{
[InitializeOnLoad]
public partial class CustomDefines
{
private const string ScriptPath = "/Util/Editor/MyDefines.cs"; //path including the name of to the (to be) generated File
@vasanthk
vasanthk / System Design.md
Last active March 28, 2024 19:48
System Design Cheatsheet

System Design Cheatsheet

Picking the right architecture = Picking the right battles + Managing trade-offs

Basic Steps

  1. Clarify and agree on the scope of the system
  • User cases (description of sequences of events that, taken together, lead to a system doing something useful)
    • Who is going to use it?
    • How are they going to use it?
@jimfleming
jimfleming / UnityDiffuseLightmap.shader
Last active June 21, 2023 00:44
Example depicting applying Unity lightmapping data to a simple diffuse shader.
Shader "Diffuse Lightmap" {
Properties {
_MainTex ("Texture 1", 2D) = "white" {}
}
SubShader {
Tags { "RenderType" = "Opaque" }
Pass {