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VariantMap ini; | |
File@ iniFile = cache.GetFile("o_o.ini"); | |
if (ParseIni(iniFile, ini)) | |
{ | |
VariantMap main = ini["Main"].GetVariantMap(); | |
log.Info(main["PlayerName"].GetString()); | |
} |
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Methods for exporting a model from blender to Urho3d. | |
I have not tried using the native blender fbx export in the 2.71rc. Supposedly they have improved fbx exporting. | |
Method 1: blender-urho3d plugin | |
This method is the best and has the least amount off issues as of blender 2.70. The plugin bypasses the fbx/obj/collada exports which are buggy in blender. If you are working with multiple uv sets, this is the only sane way. The animations and skinning in the urho plugin are much more reliable/less buggy then the fbx export. The only feature it doesn't have is scenes. | |
Method 2: AssetImport | |
Urho3D ships with an asset conversion tool called AssetImport. AssetImport converts fbx/collada/obj to urho's native mdl format. It is a command line tool. I find the easiest way to use this tool is via the editor. Urho3D ships with an editor. There is a script to run the editor in the Bin location Editor.bat/Editor.sh respective to your operating system. In the file menu of the editor there is a scene import and a |
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lastPosts = $(".lastpost") | |
$.each(lastPosts, function(){ | |
$a = $("a:first", this); | |
$a.text($a.attr("title")); | |
}); |
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diff --git a/Bin/Data/Scripts/Editor/EditorActions.as b/Bin/Data/Scripts/Editor/EditorActions.as | |
index ed83000..440c28c 100644 | |
--- a/Bin/Data/Scripts/Editor/EditorActions.as | |
+++ b/Bin/Data/Scripts/Editor/EditorActions.as | |
@@ -106,28 +106,75 @@ class ReparentNodeAction : EditAction | |
uint nodeID; | |
uint oldParentID; | |
uint newParentID; | |
+ Array<uint> nodeList; // 2 uints get inserted per node (node, node.parent) | |
+ bool multiple; |
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checking build system type... x86_64-unknown-linux-gnu | |
checking host system type... x86_64-unknown-linux-gnu | |
checking how to print strings... printf | |
checking for gcc... gcc | |
checking whether the C compiler works... yes | |
checking for C compiler default output file name... a.out | |
checking for suffix of executables... | |
checking whether we are cross compiling... no | |
checking for suffix of object files... o | |
checking whether we are using the GNU C compiler... yes |
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require("scripts/class") | |
require("scripts/math/math") | |
require("Scripts/constants/engine_const") | |
local class=CreateClass(...) | |
function class:CreateObject(model) | |
local object=self.super:CreateObject(model) |
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require("Scripts/constants/keycodes") | |
require("Scripts/constants/engine_const") | |
--Register abstract path | |
RegisterAbstractPath("") | |
--Set graphics mode | |
if Graphics(1024,768)==0 then | |
Notify("Failed to set graphics mode.",1) | |
return |
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require 'pathname' | |
puts Pathname.new(ARGV[0]).realpath.to_s |
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<html> | |
<head> | |
<meta http-equiv="content-type" content="text/html; charset=utf-8" /> | |
<title</title> | |
<script type="text/javascript" src='http://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js' charset="utf-8"> </script> | |
<script type="text/javascript" charset="utf-8"> | |
function figureTheRows(row1,row2) { | |
if (row1 > 1 && row2 > 1) { | |
var ratio, counter, stitches, i, i_stitch, bigger; | |
bigger = row1 > row2 ? row1 : row2; |
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