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TheJustLink / HACKERS-MANIFEST.txt
Last active August 1, 2024 17:33
МАНИФЕСТ ХАКЕРОВ - МЫ ХАКЕРЫ. Миха, ты что, не хакер? Мы хакеры, мы саморазвиваемся. Люди - люди. Мы хакеры. Злые хакеры не хакеры.
Краткий пересказ
Мы хакеры. Миха ты что, не хакер? Мы хакеры. Мы саморазвиваемся.
Люди - люди. Мы хакеры. Злые хакеры не хакеры. Мы хакеры. Мы саморазвиваемся. Мы хакеры
ТЕОРИЯ ХАКЕРОВ BY LINKI
Я пригласил вас в эту тиму к в тиму хакеров, а не покемонов, а хакеры должны само-развиваться, что ты Миха и не сделал...
А мы само-развивались..... И продолжим делать это - иначе мы не хакеры, мы обычные ламмеры,
которые набивают животы едой и фапают на монитор.... Хакер сначала - должен стать программистом - всегда так, нет исключений......
@TheJustLink
TheJustLink / sudo.cmd
Last active September 24, 2023 03:11
Easy sudo in Windows CMD/PowerShell -> with multiple commands support through sudo args
@echo off
SetLocal EnableDelayedExpansion
set argument=%*
set argument=!argument:"="!
set argument=!argument:'=''!
set firstSymbol=%argument:~0,1%
@inidamleader
inidamleader / AutoSizeText.kt
Last active March 27, 2025 17:37
AutoSizeText: Composable function that automatically adjusts the text size to fit within given constraints with optimal performance by using a binary search algorithm
/*
MIT License
Copyright (c) 2024 Reda El Madini
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
@TheJustLink
TheJustLink / AutoSaveExtension.cs
Last active January 29, 2022 06:13
Auto save unity scene/assets when playmode started. Works fine if crash happened. Optional: You can place this C# file to Editor folder in Assets
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine.SceneManagement;
[InitializeOnLoad]
class AutoSaveExtension
{
static AutoSaveExtension()
@TheJustLink
TheJustLink / LockCinemachineFollow.cs
Last active January 21, 2022 09:16
Lock Cinemachine Follow Extension for Unity csharp C#. Lock any axis for cinemachines follow. You can choose which axis you want to lock and what value to lock for your cinemachine.
using UnityEngine;
using Cinemachine;
using static Cinemachine.CinemachineCore;
[SaveDuringPlay]
[ExecuteInEditMode]
public class LockCinemachineFollow : CinemachineExtension
{
[SerializeField] private Vector3 _lockPosition;
@forcepusher
forcepusher / Program.cs
Last active May 14, 2023 13:41
Unity "void Main" OOP template
using System.Diagnostics;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace BananaParty.FurryGame.Client
{
/// <summary>
/// Entry point for wiring up the engine and executing main loop.
/// </summary>
@svermeulen
svermeulen / Ref.cs
Created April 3, 2017 04:32
C# class to wrap convert value types to reference types by wrapping them in a reference type
public class Ref<T> where T: struct
{
T _value;
public Ref(T value)
{
_value = value;
}
public T Value
@zmts
zmts / tokens.md
Last active April 23, 2025 08:56
Про токены, JSON Web Tokens (JWT), аутентификацию и авторизацию. Token-Based Authentication

Про токены, JSON Web Tokens (JWT), аутентификацию и авторизацию. Token-Based Authentication

Last major update: 25.08.2020

  • Что такое авторизация/аутентификация
  • Где хранить токены
  • Как ставить куки ?
  • Процесс логина
  • Процесс рефреш токенов
  • Кража токенов/Механизм контроля токенов
@JakubNei
JakubNei / MyQuaternion.cs
Last active June 8, 2023 17:14
A custom completely managed implementation of UnityEngine.Quaternion. Base is decompiled UnityEngine.Quaternion. Doesn't implement methods marked Obsolete. Does implicit coversions to and from UnityEngine.Quaternion
using System;
using UnityEngine.Internal;
using UnityEngine;
using System.Runtime.Serialization;
using System.Xml.Serialization;
/// <summary>
/// Quaternions are used to represent rotations.
/// A custom completely managed implementation of UnityEngine.Quaternion
/// Base is decompiled UnityEngine.Quaternion
@mzaks
mzaks / RectTransformTools.cs
Last active April 14, 2025 18:11
Adjust RectTransform Anchors for Unity UI
using UnityEngine;
using UnityEditor;
public class RectTransformTools {
[MenuItem("GameObject/Adjust RectTransform Anchors %l")]
static void Adjust()
{
foreach(GameObject gameObject in Selection.gameObjects){
adjustRectTransform(gameObject);