It's now here, in The Programmer's Compendium. The content is the same as before, but being part of the compendium means that it's actively maintained.
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| #!/bin/bash | |
| # query.sh from BreachCompilation - magnet:?xt=urn:btih:7ffbcd8cee06aba2ce6561688cf68ce2addca0a3 | |
| # works with older bash versions. | |
| # patch by Willem <itsme@xs4all.nl> | |
| dir=$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd ) | |
| if [ "$1" != "" ]; then | |
| word1=$(echo $1 | tr A-Z a-z) | |
| letter1=$(echo $word1|cut -b1) | |
| if [[ $letter1 == [a-zA-Z0-9] ]]; then |
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| /* | |
| netcode.io reference implementation | |
| Copyright © 2017, The Network Protocol Company, Inc. | |
| Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: | |
| 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. | |
| 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer |
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| #if UNITY_EDITOR | |
| using UnityEditor; | |
| using UnityEditor.Callbacks; | |
| #endif | |
| using System; | |
| using System.Linq; | |
| using UnityEngine; | |
| using S = UnityEngine.SerializeField; | |
| /// <summary> |
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| using System.Collections; | |
| using System.IO; | |
| using UnityEngine; | |
| public class AsyncBundleLoader : MonoBehaviour | |
| { | |
| // Used for visual debugging as to not generate unnecessary allocations | |
| public GameObject worldLight; | |
| // Private fields to keep track of loaded objects |
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| using UnityEngine; | |
| using System; | |
| [Serializable] | |
| public struct Point | |
| { | |
| [SerializeField] | |
| public int x; | |
| [SerializeField] | |
| public int y; |
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| using UnityEngine; | |
| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine.EventSystems; | |
| [System.Serializable] | |
| public class CableCurve { | |
| [SerializeField] | |
| Vector3 m_start; |
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| /* | |
| * Author: David Robert Nadeau | |
| * Site: http://NadeauSoftware.com/ | |
| * License: Creative Commons Attribution 3.0 Unported License | |
| * http://creativecommons.org/licenses/by/3.0/deed.en_US | |
| */ | |
| #if defined(_WIN32) | |
| #include <Windows.h> | |
| #elif defined(__unix__) || defined(__unix) || defined(unix) || (defined(__APPLE__) && defined(__MACH__)) |
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| // Copyright (c) 2016 StagPoint Software | |
| namespace StagPoint.Networking | |
| { | |
| using System; | |
| using UnityEngine; | |
| using UnityEngine.Networking; | |
| /// <summary> | |
| /// Provides some commonly-used functions for transferring compressed data over the network using |
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| using UnityEngine; | |
| using System.Collections; | |
| public class EngineStressTest1 : MonoBehaviour { | |
| private int animateCount = 6000; | |
| private GameObject[] cubes; | |
| private LTSpline[] splines; |