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#!/bin/bash | |
BASE=$(realpath base-1.12.5) | |
NEW_DIR=$1 | |
function usage { | |
echo "usage: $0 <new_save>" | |
} | |
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# Forest Katsch's zshrc | |
# Last updated 2021-01-12 | |
# Make the given directory and cd into it. | |
function take() { | |
mkdir -p "$1" && cd "$1" | |
} | |
# btw i use emacs | |
EDITOR=`which emacs` |
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tell application "iTerm" | |
create window with default profile | |
activate | |
end tell |
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// Sets the origin mode for XR. | |
// Add this component somewhere in your scene. | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.XR; | |
public class SetXROrigin : MonoBehaviour { |
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// 1. Go to iss-sim.spacex.com | |
// 2. Open the developer console and paste in the contents of this file | |
// 3. Press the "start autopilot" button. | |
(function() { | |
class PID { | |
constructor(options) { | |
options = { | |
itermMin: -10000, |
asb
is the reference implementation of an asset packing format.
The asb
format, or "asset binary" format, is a specification of how to store assets efficiently in binary form.
It is designed to be appended to other asb
files.
Files are keyed by path, which is saved in the asset as a 64-bit unique ID.