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If you're using Shopify/Jekyll/Anything that uses Liquid Templating, you can drop this in your includes dir and use the following to generate it: | |
{% include img_link_text.html | |
width="100%" <-- supports any typical CSS sizing property | |
header="Some Header" | |
text="Some body text | |
img="/path/to/your/img.png" | |
link="/path/to/web/link" | |
%} |
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extends GPUParticles3D | |
## | |
## This class should probably be part of the engine featureset. In the meantime, we can have a global class to provide this feature set. Eventually if I have the time I could look at the engine code and see how hard of a feat adding this feature would be. | |
## | |
class_name VFXParticlesGPU | |
func _ready() -> void: | |
emitting = true | |
one_shot = true |
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# | |
# This Git Ignore file is intended for use with developing Godot Addons. | |
# Ideally this will be in a separate release branch that can be added as a submodule through git | |
# The purpose of this is that addons actively being developed on GitHub can be readily | |
# updated, tested, and reverted to older commits as needed for the particular project. | |
# Obviously this is an opt-in thing. But it could make godot addons much easier to use for more involved projects. | |
# | |
# For all who choose to follow this paradigm, the recommended branch name is `submod-addon`. | |
# | |
# For those less familiar with Git, you can learn more about submodules here: https://git-scm.com/book/en/v2/Git-Tools-Submodules |
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extends Control # arbitrary. This could extend literally anything | |
@onready var http := $HTTPRequest # this could be replaced with a code generated node, but I like having a scene tree in-editor | |
const DOWNLOAD_REPO := "https://downloads.tuxfamily.org/godotengine/" | |
var known_versions := [] | |
func _ready() -> void: | |
http.request_completed.connect(_handle_request) |
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import subprocess | |
import configparser | |
import os | |
""" | |
A script for automatically pushing released builds to a game project, using information from a configuration file. | |
The configuration file is hard coded to be named 'builds_config.cfg' and be in the same directory as this script, as well as the folders and archives for release. | |
The folder/ZIP must be named the intended release channel. See Butler documentation for recommended naming. |
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@tool | |
extends EditorPlugin | |
func _enter_tree(): | |
add_tool_menu_item("Extract Asset Pack", _menu_extract_asset_pack) | |
func _exit_tree(): | |
pass | |
func _menu_extract_asset_pack() -> void: |
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shader_type canvas_item; | |
uniform float num_colors = 16.0; | |
uniform float pixelate_amount = 10.0; // this is what affects the size of the mosaic | |
uniform vec2 screen_size = vec2(1024.0, 600.0); // use your screen size | |
const float bayer_matrix[] = { | |
0.0, 8.0, 2.0, 10.0, | |
12.0, 4.0, 14.0, 6.0, | |
3.0, 11.0, 1.0, 9.0, |
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tool | |
extends EditorPlugin | |
# All extraneous plugin functions stripped | |
func _tool_gen_subdata_in_scene(args) -> void: | |
# this function is registered as a "tool menu item" which calls this with args=null | |
var scene := get_tree().edited_scene_root | |
var audio_nodes := _recurse_get_audio_nodes(scene) |
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extends Spatial | |
export (Material) var material : Material | |
var vertices := [] | |
var uvs := [] | |
func _ready(): | |
generate() | |
func generate(): # generates the mesh and adds as a child |
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using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.EventSystems; | |
using UnityEngine.UI; | |
[RequireComponent(typeof(ScrollRect))] | |
public class ScrollRectAutoScroll : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler | |
{ | |
public float scrollSpeed = 10f; | |
private bool mouseOver = false; |