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// Copyright (c) 2012 Calvin Rien | |
// http://the.darktable.com | |
// | |
// This software is provided 'as-is', without any express or implied warranty. In | |
// no event will the authors be held liable for any damages arising from the use | |
// of this software. | |
// | |
// Permission is granted to anyone to use this software for any purpose, | |
// including commercial applications, and to alter it and redistribute it freely, | |
// subject to the following restrictions: |
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/* | |
* Copyright (c) 2013 Calvin Rien | |
* | |
* Based on the JSON parser by Patrick van Bergen | |
* http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html | |
* | |
* Simplified it so that it doesn't throw exceptions | |
* and can be used in Unity iPhone with maximum code stripping. | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining |
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application: you-app-name-here | |
version: 1 | |
runtime: python | |
api_version: 1 | |
default_expiration: "30d" | |
handlers: | |
- url: /(.*\.(appcache|manifest)) | |
mime_type: text/cache-manifest |
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Shader "WorldNormalFromDepthTexture" | |
{ | |
Properties { | |
[KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
LOD 100 |
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// The contents of this file is free and unencumbered software released into the | |
// public domain. For more information, please refer to <http://unlicense.org/> | |
using System; | |
using System.Collections.Generic; | |
using System.Runtime.CompilerServices; | |
using UnityEngine; | |
using UnityEngine.Assertions; | |
public class SpatialHash<T> |
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//SPDX-License-Identifier: Unlicense OR CC0-1.0+ | |
using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using Object = UnityEngine.Object; | |
// ReSharper disable MemberCanBePrivate.Global | |
namespace Loggers | |
{ | |
/// <summary> |
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using UnityEngine; | |
/// <summary> | |
/// Microsoft has a ton of predefined colors in System.Drawing.Color | |
/// </summary> | |
public static class DrawingColor | |
{ | |
// only Unity color not represented (Unity's "green" is Microsoft's "Lime") | |
public static readonly Color Clear = Color.clear; |
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using System; | |
using System.Collections.Generic; | |
namespace Unity.FPS.Game | |
{ | |
public interface IBroadcastEvent { } | |
// A simple Event System that can be used for remote systems communication | |
public static class EventManager | |
{ |
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/***************************************************************************** | |
MIT License | |
Copyright (c) 2023 Calvin Rien | |
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 |
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