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042e5905304db72844b2b8969f3c418fdeeef1ef07367aa6788279df3358db913ccb90a0a4185a6bdd4a47bc2f818e8c2428e452549b3d946c792b7f8114f133ee |
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// A quick writeup as to what custom pipes might look like in JS. This is basically a plugin version of BuildCraft's pipe system. | |
// On any container, you can place a piston that points to the container (i.e.: chest, furnace, etc). | |
// Chests can output and input items from any side. | |
// Furnaces can only receive smeltable items from the top, fuel from bottom, and only output from side faces. | |
// Pipes are glass blocks. They act as standard pipes. Stained glass blocks can only transport to other stained glass blocks of the same color OR standard pipes. | |
// Modifying blocks can be placed between the pipes to add flow mechanics: | |
// Diamond blocks act as gates. You can place up to 9 different blocks per stained color. Those that match no criteria will pass through any pipe that has no filter at random. | |
// Gold blocks speed up the item. | |
// Obsidian acts as a teleporting block. The obsidian must have a sign at the end of it in the format: | |
// [TX:0] (sends on channel 0. Max of 65535, min of 0) |
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@import url('https://fonts.googleapis.com/css?family=Open+Sans|PT+Sans'); | |
/* | |
* Skeleton V2.0.4 | |
* Copyright 2014, Dave Gamache | |
* www.getskeleton.com | |
* Free to use under the MIT license. | |
* http://www.opensource.org/licenses/mit-license.php | |
* 12/29/2014 |
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/* IMPORT CSS FROM GITHUB */ | |
@import url("https://rawgit.com/0mniscient/Discord-Themes/master/css/Discord%20Reborn.css"); | |
/* | |
/* | |
--------------------------------------------------------------------------------------------------------------------------------------------- | |
IMPORTANT: CHANGE DISCORDS THEME TO DARK THEME IN APPEARANCE SETTINGS FOR THIS THEME TO WORK! | |
--------------------------------------------------------------------------------------------------------------------------------------------- | |
*/ |
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"textures": [ | |
{ | |
"Grass": { // the service will look for a type 'GrassBlock' within an assembly. | |
"index": 0, // the texture index within TextureMap to be binded to. | |
"default": "grass_top", // if no textures are found for it, this will be the default texture | |
"side": "grass_side", // the texture to use for XIncreasing, XDecreasing, ZIncreasing, and ZDecreasing | |
"top": "grass_top", // the texture to use for YIncreasing | |
"bottom": "dirt", // the texture to use for YDecreasing | |
"shader": "Block_Shaders\\grass" // the shader used for the block on each pass. TODO: implement that... | |
}, |
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float4x4 World; | |
float4x4 View; | |
float4x4 Projection; | |
float3 CameraPosition; | |
float WaveTime; | |
Texture Texture1; | |
sampler Texture1Sampler = sampler_state { |
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using System; | |
using System.Drawing; | |
using System.Windows.Forms; | |
using SharpDX; | |
using SharpDX.Direct3D; | |
using SharpDX.DXGI; | |
using SharpDX.Windows; | |
using D3D11 = SharpDX.Direct3D11; | |
namespace Syhno.Game.Eureka.Engine |
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15w35b: a list (varint for size, one varint per entry) of possible block state | |
ids (type = x >> 4, meta = x & 15), and an array of indices pointing to state | |
ids in the list (varint representing the number of bits per block, varint for | |
the raw data array length, one long per data array element) |
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stream.WriteUByte(WindowId); | |
stream.WriteString(InventoryType); | |
stream.WriteString(new Chat(WindowTitle).ToString()); | |
stream.WriteUByte(SlotCount); | |
if (InventoryType == "EntityHorse") | |
stream.WriteInt(EntityId.GetValueOrDefault()); | |
return mode; |
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public class BenchWindow : IGameWindow | |
{ | |
public event PropertyChangedEventHandler PropertyChanged; | |
public byte Id => 1; | |
public string TechnicalName => "minecraft:crafting_table"; | |
public short Length => 10; | |
} |
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