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@zoeyronain
zoeyronain / SatisfactoryM1.md
Created June 16, 2023 07:23
Guide to play Satisfactory on M1 with Epic Games Store

Satisfactory owned on Epic Games Store on MacOS with Game-Porting-Toolkit

Both Early Access and Experimental (Update 8) Work. Experimental has a lot of FPS drops and hitches, but it did just launch a few days ago so it's expected. I can hit ~50fps on a fresh world on ultra on Early Access.

Required things:

@jungaretti
jungaretti / linode-base-arch.bash
Last active May 7, 2023 20:13
Basic config for a secure Arch Linux server on Linode
# Start by creating a new Linode
# https://cloud.linode.com/linodes/create
# Update all packages and install important packages
pacman -Syu ntp sudo ufw
# Configure ntp
systemctl enable ntpd.service
timedatectl set-ntp 1
@slembcke
slembcke / ProjectedBounds.cs
Last active April 29, 2019 18:16
Calculate a bounded mvp matrix for an object.
using UnityEngine;
[ExecuteInEditMode]
public class ProjectedBounds : MonoBehaviour {
private Transform _transform;
private Renderer _renderer;
private Mesh _mesh;
private MaterialPropertyBlock _block;
private void Start(){
@joseluisq
joseluisq / stash_dropped.md
Last active March 28, 2024 11:59
How to recover a dropped stash in Git?

How to recover a dropped stash in Git?

1. Find the stash commits

git log --graph --oneline --decorate ( git fsck --no-reflog | awk '/dangling commit/ {print $3}' )

This will show you all the commits at the tips of your commit graph which are no longer referenced from any branch or tag – every lost commit, including every stash commit you’ve ever created, will be somewhere in that graph.

@NSExceptional
NSExceptional / XcodeBuildSettingsReference.md
Last active May 5, 2023 18:57
The Xcode Build Settings Reference in a searchable document, as of Xcode 8.3.2

Build settings reference

Active Build Action (ACTION)

A string identifying the build system action being performed.

Additional SDKs (ADDITIONAL_SDKS)

The locations of any sparse SDKs that should be layered on top of the one specified by Base SDK (SDKROOT). If more than one SDK is listed, the first one has highest precedence. Every SDK specified in this setting should be a "sparse" SDK, for example, not an SDK for an entire macOS release.

Alternate Install Group (ALTERNATE_GROUP)

@simdezimon
simdezimon / VRNightVision.cs
Last active April 13, 2021 04:18
VR Night Vision Shader
using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
public class VRNightVision : MonoBehaviour {
private Material material;
private Camera cam;
[Tooltip("Grain size in pixel. Should be greater than 1 with supersampling.")]
@sryze
sryze / PostBuild.cs
Created March 8, 2017 04:25
Modify Xcode project after build in Unity
#if UNITY_EDITOR
using System;
using System.IO;
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.iOS.XcodeNew;
public class PostBuild {
# VERSION 1.0.4
# Author: @madhavajay
# This currently works for iOS and watchOS in the Simulator and Devices
# Changes
# Using ${TOOLCHAIN} in two places now
# Added double quotes " around paths
# Fixed watchOS Issues
# Instructions iOS
@natecook1000
natecook1000 / Swift-3.0-Hierarchy.png
Last active March 19, 2020 20:21
Swift StdLib Type/Protocol Hierarchies
Swift-3.0-Hierarchy.png
@russbishop
russbishop / _readme.txt
Last active February 22, 2023 05:59
Swift Toolchain & Build Files
Use at your own risk! Swift moves quickly so it is possible
info in these scripts is out of date.
To use build-redist-package.sh you'll need a Mac Developer ID certificate.
The build will take a long time but the custom my-presets.ini
file skips tests to speed things up a fair amount.
rebuild-toolchain.sh builds your own Personal local toolchain
over top of the previous one, so if you symlink it into the
actual Toolchains directory you can always have the most