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@Birch-san
Birch-san / local-copilot.md
Last active June 26, 2024 06:58
Running GitHub Copilot against local Code Llama model

Running GitHub Copilot VSCode extension against local Code Llama model

image

image

Tested on NVIDIA RTX 4090, but these instructions also cover AMD and Mac in case you wanna try those.
This guide assumes you are running Linux (I ran this on Ubuntu).

Before you get excited:

@paulloz
paulloz / content.md
Last active June 15, 2024 09:51
Visual Studio Code and C# code completion and debugger for Godot

Visual Studio Code and C# code completion and debugger for Godot

Ok, this is a quick document to guide you through the setup of a Godot project in Visual Studio Code.
I'll assume you have a working C# environment installed. Note that on Linux, you might need to install Mono for everything to work fine with Godot 3.x.

1. Install the necessary extensions

First off, make sure you have the following extensions installed and active in Visual Studio Code:

/**
* Builds a TOC in the spreadsheet.
*
* Pablo Felip (@pfelipm).
*
* @param {true} includeId Include sheet ID
* @param {true} includeUrl Include link to sheet
* @return List of [Sheet name, Sheet ID, Sheet URL]
* @customfunction
*/
@vickyRathee
vickyRathee / buildspec.yml
Created January 9, 2021 10:04
AWS CodeBuild buildspec.yml to build and test dot net 5 based application runtime.
# Based on https://github.com/PrakashTrove/AWS-CodeBuild-NetCore/blob/master/buildspec.yml
# AWS CodeBuild spec to build an Elastic Beanstalk artifact for AWS CodePipeline to deploy
version: 0.2
phases:
install:
runtime-versions:
dotnet: 5.0
#dotnet: latest - Latest resolve to 3.1, check this issue https://github.com/aws/aws-codebuild-docker-images/issues/414
@IronWarrior
IronWarrior / UnityProjectJunctionTool.cs
Last active May 14, 2024 06:17
Unity editor tool to create dummy Unity projects to allow a single project to be open in multiple editor instances.
// gist by Roystan (IronWarrior): https://gist.github.com/IronWarrior/005f649e443bf51b656729231d0b8af4
// Video demo: https://twitter.com/DavigoGame/status/1300842800964018178
//
// CONTRIBUTIONS:
// Mac and Linux support added by Creature Coding: https://creaturecoding.com/
//
// PURPOSE:
// Unity does not permit a project to be open in two different editor instances.
// This can be frustrating when building projects with multiplayer networking,
// as it would require you to create a build every time you wish you test your netcode.
using UnityEngine;
using UnityEngine.LowLevel;
using UnityEngine.PlayerLoop;
public static class AddPlayerLoopCallback
{
// Add a callback to the PreUpdate phase
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
static void Setup()
{
using UnityEditor;
using UnityEngine.LowLevel;
using UnityEngine.UIElements;
public class ShowPlayerLoopWindow : EditorWindow
{
[MenuItem("Window/Player Loop")]
static void ShowWindow()
{
var wind = GetWindow<ShowPlayerLoopWindow>(false, "Player Loop");
@luisparravicini
luisparravicini / GizmosExtensions.cs
Created August 1, 2020 11:23
Method to draw an arc with Unity's Gizmos
using UnityEngine;
public class GizmosExtensions
{
private GizmosExtensions() { }
/// <summary>
/// Draws a wire arc.
/// </summary>
/// <param name="position"></param>
@luisparravicini
luisparravicini / build_all.sh
Last active July 17, 2021 14:41
script for automated Unity project builds
#!/bin/bash
#
# This script creates builds for several platforms for a Unity project.
# It assumes this directory hierarchy:
# base_dir/
# UnityProjectName/
# dist/
# dist/files/
#
using System;
using UnityEditor;
public class CopyPasteValues
{
const string kBufferName = "json-copy-buffer";
const string kTypeName = "json-copy-type";
[MenuItem("CONTEXT/Component/Copy Values With Json")]
static void Copy(MenuCommand command)