I hereby claim:
- I am quadstorm on github.
- I am quadstorm (https://keybase.io/quadstorm) on keybase.
- I have a public key ASAtmUIXcPuUlSlKqvTGV8ULADG62u8S9-wlbkAHn6xrzwo
To claim this, I am signing this object:
$Server::PMDelay = 3; | |
$Server::PMColor = 4; | |
function serverCmdPM(%client, %target, %a, %b, %c, %d, %e, %f, %g, %h, %i, %j, %k, %l, %m, %n, %o, %p, %q, %r, %s, %t, %u, %v, %w, %x, %y, %z, %ab, %ac, %ad) | |
{ | |
if ($pmBans_[%client.getBL_ID()]) | |
{ | |
messageClient(%client, '', "You are banned from sending PMs."); | |
return; | |
} |
function scroll(%text) | |
{ | |
%charcount = getCharCount(%text); | |
for (%i; %i < %charcount; %i++) | |
{ | |
} | |
} |
//BrickifyTerrain | |
//Turns map terrain into a 4x4 cubescape (I couldn't think of a better name) | |
%cubes = forceRequiredAddOn("Brick_Large_Cubes"); | |
if(%cubes == $Error::AddOn_NotFound) | |
return; | |
$dbSelect = brick16xCubeData; // For use in Brickadia, Replace the UI name in resulting BLS files with with 4x4x200f | |
$dbSp = 8; | |
$factor = 3; | |
$factor2 = 2; |
//BrickifyTerrain | |
//Turns map terrain into a 4x4 cubescape (I couldn't think of a better name) | |
%cubes = forceRequiredAddOn("Brick_Large_Cubes"); | |
if(%cubes == $Error::AddOn_NotFound) | |
return; | |
$dbSelect = brick4xCubeData; // For use in Brickadia, Replace the UI name in resulting BLS files with with 4x4x200f | |
$dbSp = 2; | |
$factor = 3; | |
$factor2 = 2; |
//BrickifyTerrain | |
//Turns map terrain into a 4x4 cubescape (I couldn't think of a better name) | |
%cubes = forceRequiredAddOn("Brick_Large_Cubes"); | |
if(%cubes == $Error::AddOn_NotFound) | |
return; | |
$dbSp = 1; | |
$factor = 3; | |
$factor2 = 1; |
function chaseCamClientToggle(%down) | |
{ | |
if (!%down) | |
return; | |
if(isObject(serverConnection)) | |
{ | |
if ($chaseCam) | |
{ | |
$chaseCam = false; | |
serverConnection.chaseCam(0); |
#version 120 | |
#extension GL_EXT_texture_array : require | |
#extension GL_EXT_texture_array : enable | |
// Originally Port's Poisson Disc (Optimized) Soft Shadow Shader (2015), modified by Stealth Commander/QuadStorm | |
// Includes an ultra graphics version, a Percentage-Closer/Perceptually-Correct Soft Shadows (PCSS) implementation, and other configuration variables | |
// 9th version | |
// Configuration: For the adventurous! |
I hereby claim:
To claim this, I am signing this object:
#version 460 | |
// Varying. | |
in vec4 vPos; | |
in vec3 worldNormal; | |
in vec3 worldPos; | |
// Global directional light uniforms. | |
uniform vec4 dirLightDir; | |
uniform vec4 dirLightColor; |
#version 460 | |
// Varying. | |
out vec4 vPos; | |
out vec3 worldNormal; | |
out vec3 worldPos; | |
// 460 | |
uniform mat4 gl_ProjectionMatrix; | |
in vec4 gl_Vertex; |