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import bpy | |
for action in bpy.data.actions: | |
# Create a new NLA track for each action | |
bpy.context.view_layer.objects.active.animation_data_create() | |
track = bpy.context.view_layer.objects.active.animation_data.nla_tracks.new() | |
track.name = action.name | |
strip = track.strips.new(action.name, int(action.frame_start), action) | |
print('NLA pushed ' + str(strip)) |
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/* | |
Realistic Water Shader for Godot 3.4 | |
Modified to work with Godot 3.4 with thanks to jmarceno. | |
Copyright (c) 2019 UnionBytes, Achim Menzel (alias AiYori) | |
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 copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, W |
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$userPath = $env:USERPROFILE | |
$pathExclusions = New-Object System.Collections.ArrayList | |
$processExclusions = New-Object System.Collections.ArrayList | |
$pathExclusions.Add('C:\Windows\Microsoft.NET') > $null | |
$pathExclusions.Add('C:\Windows\assembly') > $null | |
$pathExclusions.Add($userPath + '\AppData\Local\Microsoft\VisualStudio') > $null | |
$pathExclusions.Add('C:\ProgramData\Microsoft\VisualStudio\Packages') > $null | |
$pathExclusions.Add('C:\Program Files (x86)\MSBuild') > $null | |
$pathExclusions.Add('C:\Program Files (x86)\Microsoft Visual Studio 14.0') > $null |
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using UnityEngine; | |
using UnityEditor; | |
using System.IO; | |
public class LayerChangeEditorWindow : EditorWindow | |
{ | |
private int _oldLayerIndex; | |
private int _newLayerIndex; | |
private Object _folderObject; |
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import bpy | |
actions_to_check = ["Walk", "Wait", "Run"] | |
def duplicate_frames(action): | |
start_frame = action.frame_range[0] | |
end_frame = action.frame_range[1] | |
new_frame = end_frame + 1 | |
for fcurve in action.fcurves: | |
fcurve.keyframe_points.insert(frame=new_frame, value=fcurve.evaluate(start_frame)) |
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import com.intellij.database.model.DasTable | |
import com.intellij.database.util.Case | |
import com.intellij.database.util.DasUtil | |
/* | |
* Available context bindings: | |
* SELECTION Iterable<DasObject> | |
* PROJECT project | |
* FILES files helper | |
*/ |
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/* MIT License | |
Copyright (c) 2022 Alex Holkner | |
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: |
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import bpy | |
import os | |
textures_dir_path = 'D:/Textures' | |
use_fake_user = True | |
def run(): | |
files = list_materials() | |
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public static class Tools | |
{ | |
public static byte GetBitFieldBits(byte value, byte start, byte length) | |
{ | |
const byte bitMaxValue = 8; | |
return (byte)((value >> start) & (byte.MaxValue >> bitMaxValue - length)); | |
} | |
} |
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