Vulkan is a low-overhead, cross-platform 3D graphics and compute API.
Vulkan targets high-performance realtime 3D graphics applications such as games and interactive media across multiple platforms providing higher performance and lower CPU usage.
// Drop this script in the Editor directory in your project (creating the Editor directory if it's not there yet) | |
// Then re-import the assets in the directories covered by this script (right click and reimport) | |
// | |
// I would replace my path checking with the path checking from this gist: | |
// https://gist.github.com/1842177 | |
// | |
// The texture settings for icons might want to use some of his settings combined with mine as well | |
using UnityEngine; |
using UnityEngine; | |
using System.Collections; | |
/* | |
Runtime use: | |
To be available, AirPlay needs to be switched on for the device either via a native AirPlay UI component or | |
via the global AirPlay mirroring setting. Your options are: | |
A: Modify your Xcode project to layer a native AirPlay Cocoa control somewhere over your Unity content. |
defaults write com.apple.SpeechRecognitionCore AllowAudioDucking -bool NO | |
defaults write com.apple.speech.recognition.AppleSpeechRecognition.prefs DictationIMAllowAudioDucking -bool NO |
/*============================================================================ | |
NVIDIA FXAA 3.11 by TIMOTHY LOTTES | |
------------------------------------------------------------------------------ | |
COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. | |
------------------------------------------------------------------------------ | |
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED |
avatar/arrow.fbx, arrow, UnityEngine.GameObject | |
avatar/defaultavatar.fbx, DefaultAvatar, UnityEngine.GameObject | |
avatar/defaultgeneric.fbx, DefaultGeneric, UnityEngine.GameObject | |
avatar/dial_flat.prefab, dial_flat, UnityEngine.GameObject | |
avatar/dude.fbm/body normal.tga, body normal, UnityEngine.Texture2D | |
avatar/dude.fbm/body_color_map.tga, body_color_map, UnityEngine.Texture2D | |
avatar/dude.fbm/body_specular_map.tga, body_specular_map, UnityEngine.Texture2D | |
avatar/dude.fbm/eyes_color_map.tga, eyes_color_map, UnityEngine.Texture2D | |
avatar/dude.fbm/eyes_specular_map.tga, eyes_specular_map, UnityEngine.Texture2D | |
avatar/dude.fbm/face normal.tga, face normal, UnityEngine.Texture2D |
default['sshd']['sshd_config']['AuthenticationMethods'] = 'publickey,keyboard-interactive:pam' | |
default['sshd']['sshd_config']['ChallengeResponseAuthentication'] = 'yes' | |
default['sshd']['sshd_config']['PasswordAuthentication'] = 'no' |
# Based on https://gist.github.com/sonowz/d70b03177c344f4bbbc674de5e5bb937 | |
with import <nixpkgs> {}; | |
let | |
pname = "fix-vscode-server-binaries"; | |
script = pkgs.writeShellScriptBin pname '' | |
set -eu -o pipefail | |
SCRIPT_DIR="$(dirname -- "$(readlink -f -- "$0")")" |
{ lib | |
, stdenv | |
, jdk | |
, gradle | |
, mavenRepo | |
}: | |
stdenv.mkDerivation { | |
pname = "built-with-gradle"; | |
version = "0.0"; |
The following will show you how you can modify the startup options of the SSH agent supplied by MacOS in a non-invasive way. This can be useful for doing things like setting a key lifetime, which can then be used with AddKeysToAgent
in your ~/.ssh/config
to automate the timing out of saved keys. This ensures that your passphrase is re-asked for periodically without having to shutdown, re-log, or having it actually persisted in keychain, the latter being almost as bad as having no passphrase at all, given that simply being logged in is generally enough to then use the key.
This method does not modify the system-installed SSH agent service (com.openssh.ssh-agent
), but rather duplicates its functionality into a user-installed launch agent where we can then modify the options. Modifying the system-installed service is becoming increasingly harder to do; SIP generally protects