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class Program
{
static void F_0(int a) {}
static void F_1(int a) {}
static void F_2(int a) {}
static void F_3(int a) {}
static void F_4(int a) {}
static void F_5(int a) {}
static void F_6(int a) {}
static void F_7(int a) {}
using System.Net;
using Mono.Debugger.Soft;
using static System.Console;
static int PidToPort(int pid) => 56000 + (pid % 1000);
var pid = 49149; // process ID of the Unity Editor or the IL2CPP Game
var ip = IPAddress.Loopback; // IP where the Unity Editor/Game is running
using System;
using System.IO;
using System.Linq;
using System.Xml.Linq;
namespace UnityProjectExtractor
{
internal readonly struct PathMap
{
private readonly string _projectDirectory;
using System;
using System.IO;
using System.Linq;
using System.Text;
using System.Xml.Linq;
using UnityEngine;
using UnityEditor;
#if ENABLE_VSTU
using System;
using System.IO;
using System.Linq;
using System.Text;
using System.Xml.Linq;
using UnityEngine;
using UnityEditor;
#if ENABLE_VSTU
diff --git a/mcs/class/Mono.Debugger.Soft/Mono.Debugger.Soft/Connection.cs b/mcs/class/Mono.Debugger.Soft/Mono.Debugger.Soft/Connection.cs
index e09132e2798..aa109ebd70d 100644
--- a/mcs/class/Mono.Debugger.Soft/Mono.Debugger.Soft/Connection.cs
+++ b/mcs/class/Mono.Debugger.Soft/Mono.Debugger.Soft/Connection.cs
@@ -1786,6 +1786,11 @@ namespace Mono.Debugger.Soft
Send (CommandSet.VM, (int)CmdVM.STOP_BUFFERING);
}
+ internal VersionInfo VM_IsDeferred () {
+ var res = SendReceive (CommandSet.VM, (int)CmdVM.DEFERRED, null);
diff --git a/symbols/mdb/Mono.Cecil.Mdb/MdbReader.cs b/symbols/mdb/Mono.Cecil.Mdb/MdbReader.cs
index 05ab3fb..e55109f 100644
--- a/symbols/mdb/Mono.Cecil.Mdb/MdbReader.cs
+++ b/symbols/mdb/Mono.Cecil.Mdb/MdbReader.cs
@@ -94,7 +94,6 @@ static void ReadLocalVariables (MethodEntry entry, MethodBody body, Scope [] sco
void ReadLineNumbers (MethodEntry entry, InstructionMapper mapper)
{
- Document document = null;
var table = entry.GetLineNumberTable ();
using System;
struct Vector3
{
public float X, Y, Z;
public static bool operator true(Vector3 v)
{
return v.X != 0 && v.Y != 0 && v.Z != 0;
}
diff --git a/src/OmniSharp.MSBuild/MSBuildProjectSystem.cs b/src/OmniSharp.MSBuild/MSBuildProjectSystem.cs
index 3ebdeb9..66c8236 100644
--- a/src/OmniSharp.MSBuild/MSBuildProjectSystem.cs
+++ b/src/OmniSharp.MSBuild/MSBuildProjectSystem.cs
@@ -134,6 +134,12 @@ public void Initalize(IConfiguration configuration)
compilationOptions = compilationOptions.WithAllowUnsafe(true);
}
+ if (projectFileInfo.SignAssembly && !string.IsNullOrEmpty(projectFileInfo.AssemblyOriginatorKeyFile))
+ {

#The hacky way of getting VS to provide syntax highlighting for Unity's compute shaders.

  1. Turn off Visual Studio

  2. In C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\IDE\CommonExtensions\Microsoft\VC

As administrator, remove the read-only flag on the file VC_Pkg_Core_Registration.pkgdef, and edit it in a evelated text editor.

  1. Search for .cginc, and for each cginc entry in the file, add a similar entry for .compute. Like this: