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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
bl_info = {
"name": "Melsov EZ Custom Data Editor",
"author": "Melsov",
"version": (1, 0),
"blender": (2, 80, 0),
"location": "View3D > Sidebar > MelCustomDataUtil",
"description": "Convenient buttons for addding custom properties",
"warning": "",
"wiki_url": "",
"category": "3D View"}
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.Text;
using System.Linq;
using System;
// TODO / WARNING: This script has some jenky behavior that needs ironing out.
// You probably want to use somebody else's back-button-in-unity implementation.
// TRY HERE: https://forum.unity.com/threads/feature-request-back-button-in-the-editor.653332/#post-4457944
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How to run a Blender add-on from the command line.
WHY: its easier than re-zipping, and restarting blender everytime you want to
test a change to an add-on you're developing
In short: run blender from the command line and
use an option to get it to run a python script
that registers and invokes your add-on.
Here's the command that will do it in the end (explanation below):
Shader "Unlit/SliderBar"
{
Properties
{
_MainTex ("Use any fully opaque image. Doesn't effect look.", 2D) = "white" {}
_SlugTex ("Slug Texture", 2D) = "white" {}
_XRepeats ("_XRepeats", Range(1, 50) ) = 10.0
_MainColor ("_Color", Color) = (1.0, 1.0, 1.0, 1.0)
_EmptyColor ("_EmptyColor", Color) = (0.0, 0.0, 0.0, 0.0)
_Value ("_Value", Range(0,1)) = .4
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public struct MinMaxF
{
public float min, max, _curr;
public float curr {
// CppScratchPad.cpp : This file contains the 'main' function. Program execution begins and ends there.
//
#include "pch.h"
#include <iostream>
#include <vector>
using namespace std;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RaceCarMove : MonoBehaviour {
Rigidbody rb;
public float fAccel = 15f;
public float lrAccel = 3f;
public float turnSpeed = .5f;
using Mel.Math;
using System.Collections.Generic;
using UnityEngine.Assertions;
namespace Mel.Storage
{
public struct FlatArray3D<T>
{
IntVector3 _size;
public IntVector3 size { get { return _size; } }