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@gotmachine
gotmachine / ksp_debugging.md
Last active July 23, 2024 01:45
Debugging and profiling KSP plugins

This guide applies only to KSP 1.8 and latter. It covers modifying a KSP installation to allow :

  • In IDE debugging of KSP plugins by using breakpoints, inspecting runtime variables, doing step-by-step execution, etc. Both Visual Studio (including VS for Mac) and JetBrains Rider support debugging Unity games, and by extension KSP plugins.
  • Using the Unity editor profiling tools, which include great tools to measure and analyze CPU/GPU usage and memory allocations.

This guide is extensively tested for a Windows / Visual Studio scenario. However, it is theoretically possible to make all that work under MacOS or Linux, either with the Rider IDE or Visual Studio for Mac. This guide has limited details about those scenarios. I encourage you to leave a comment if you have additional information / experience.

Modifying KSP for profiling/debugging

Downloading the Unity editor

@staggartcreations
staggartcreations / GlobalShaderParams.cs
Last active January 18, 2024 08:40
Component for passing values through Shader.SetGlobalXXX
using System;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
[ExecuteInEditMode]
public class GlobalShaderParams : MonoBehaviour
{
@gullyn
gullyn / flappy.html
Last active May 4, 2024 15:35
Flappy bird in 205 bytes (improved!)
<body onload=z=c.getContext`2d`,setInterval(`c.width=W=150,Y<W&&P<Y&Y<P+E|9<p?z.fillText(S++${Y=`,9,9|z.fillRect(p`}*0,Y-=--M${Y+Y},P+E,9,W),P))):p=M=Y=S=6,p=p-6||(P=S%E,W)`,E=49) onclick=M=9><canvas id=c>
@stadja
stadja / auto_claim-itch.io.js
Last active October 27, 2022 22:15
Auto claim your script
// is there a game to claim ? if yes, claim it
if ($('[value="claim"]') && $('[value="claim"]')[0]) {
$('[value="claim"]')[0].click();
// have I claimed a game ? If yes, go back
} else if (!window.location.toString().includes("/bundle/download")) {
window.history.back();
// no game to claim, no game claimed, change page
} else {
@pixelsnafu
pixelsnafu / CloudsResources.md
Last active July 10, 2024 08:04
Useful Resources for Rendering Volumetric Clouds

Volumetric Clouds Resources List

  1. A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)

  2. S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]

  3. [R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand

@cheesits456
cheesits456 / RemoveButtons.theme.css
Last active June 23, 2024 05:51
Custom CSS for Discord to remove the GIF picker and Nitro Gift buttons from the message bar
/**
* @name Remove Buttons
* @version 1.1.1
* @author cheesits456
* @authorId 306018440639152128
* @description Remove the nitro gift, GIF picker, and sticker picker buttons from the message box. Also remove the sticker suggestion popup
* @source https://gist.github.com/cheesits456/41d659f932b5a574b5dfb9b391a4506e
* @invite 7QH4YeD
* @donate https://donate.haileybot.com
* @website https://cheesits456.dev
@JohannesMP
JohannesMP / LICENSE
Last active March 9, 2024 11:26
[Unity3D] A Reliable, user-friendly way to reference SceneAssets by script.
/*******************************************************************************
* Don't Be a Jerk: The Open Source Software License.
* Adapted from: https://github.com/evantahler/Dont-be-a-Jerk
*******************************************************************************
* _I_ am the software author - JohannesMP on Github.
* _You_ are the user of this software. You might be a _we_, and that's OK!
*
* This is free, open source software. I will never charge you to use,
* license, or obtain this software. Doing so would make me a jerk.
*
@Split82
Split82 / UnityShadersCheatSheet.shader
Created April 17, 2018 10:07
Unity Shaders Cheat Sheet
Shader "Name" {
Properties {
_Name ("display name", Range (min, max)) = number
_Name ("display name", Float) = number
_Name ("display name", Int) = number
_Name ("display name", Color) = (number,number,number,number)
_Name ("display name", Vector) = (number,number,number,number)
@alexcambose
alexcambose / first_names.txt
Created February 19, 2018 21:33
List of first names
AAFILE
AANEI
AARSHAT
ABA
ABABEI
ABABI
ABABIE
ABADAL
ABADI
ABADY
@phi-lira
phi-lira / UniversalPipelineTemplateShader.shader
Last active July 17, 2024 10:54
Template shader to use as guide to create Universal Pipeline ready shaders. This shader works with Universal Render Pipeline 7.1.x and above.
// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME!
// However, if you want to author shaders in shading language you can use this teamplate as a base.
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader.
// This shader works with URP 7.1.x and above
Shader "Universal Render Pipeline/Custom/Physically Based Example"
{
Properties
{
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0