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@martin-mael
martin-mael / flexoki-tailwind-colors.ts
Created October 8, 2023 02:07
Flexoki Tailwind colors
// Tailwind colors for Flexoki theme by Steph Ango. https://stephango.com/flexoki
const colors = {
base: {
black: '#100F0F',
950: '#1C1B1A',
900: '#282726',
850: '#343331',
800: '#403E3C',
700: '#575653',
@MilkyEngineer
MilkyEngineer / Minimal-5.2.uproject
Last active April 11, 2024 19:53
Minimal project descriptor that "Disables Engine Plugins by Default" for Unreal Engine
{
"FileVersion": 3,
"EngineAssociation": "5.2",
"Description": "Minimum viable plugin dependencies for a usable Unreal Engine project",
"DisableEnginePluginsByDefault": true,
"Plugins": [
{
"Name": "PluginBrowser",
"Enabled": true
},
@galeone
galeone / engine-coverage.patch
Created February 16, 2022 08:30
Enable code coverage support on Unreal Built Tool Linux Toolchain
--- a/Engine/Source/Programs/UnrealBuildTool/Configuration/ModuleRules.cs
+++ b/Engine/Source/Programs/UnrealBuildTool/Configuration/ModuleRules.cs
@@ -606,6 +606,10 @@ namespace UnrealBuildTool
{
get
{
+ if (bCodeCoverage) {
+ return CodeOptimization.Never;
+ }
+
@chillpert
chillpert / vim-unreal.md
Last active February 26, 2024 13:34
Debugging and autocompletion for Unreal Engine 4 and 5 projects in (Neo)vim

Debugging and autocompletion for Unreal Engine 4 and 5 projects in (Neo)Vim

+++ Updated for UE 5.1 (see bottom)

Autocompletion

For autocompletion there are two options:

  1. coc (Vim, Neovim)
  2. LSP (Neovim only)
@tmsampson
tmsampson / cpp_const_usage.cpp
Last active April 27, 2023 13:15
C++ Const Pointer Usage
//------------------------------------------------------------------------------------------------------------------------------
struct MyType
{
int x = 0;
void Mutate() { ++x; }
};
//------------------------------------------------------------------------------------------------------------------------------
@rdeioris
rdeioris / DiscoverBlueprintComments.cpp
Created April 11, 2020 09:41
How to extract Unreal Engine Blueprint comments via c++
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
TArray<FAssetData> AssetData;
AssetRegistryModule.Get().GetAssetsByClass(UBlueprint::StaticClass()->GetFName(), AssetData, true);
for (FAssetData& Asset : AssetData)
{
if (Asset.ObjectPath.ToString().StartsWith("/Game/"))
@hach-que
hach-que / ForceRebuildUAT.bat
Last active October 9, 2023 02:51
Scripts to use Gauntlet in Unreal Engine 4 (UE4) - this is for testing a plugin in a host demo project
call "GetMSBuildPath.bat"
cd ../../
%MSBUILD_EXE% /nologo /verbosity:quiet Source\Programs\AutomationTool\Gauntlet\Gauntlet.Automation.csproj /property:Configuration=Development /property:Platform=AnyCPU
@mitchellh
mitchellh / post.md
Created August 13, 2019 04:29
Originally posted on Tumblr on Feb 25, 2011.

THIS WAS ORIGINALLY POSTED ON MY TUMBLR ON FEB 25, 2011. I forgot I had a Tumblr account. I recently logged in (in light of the acquisition by Automattic), found some old posts, and I'm republishing them exactly as they were with zero modifications.


CloudFormation: The Big Picture

Amazon announced CloudFormation to the public yesterday, and while the general opinion I could glean from various sources shows that people are excited about this new technology, many are still unsure what it is and how it fits into their current cloud workflow. I feel as though I have a firm grasp on CloudFormation and will attempt to answer some questions here.

Note: I'm definitely not a representative of Amazon in any way, and anything here is simply my educated opinion on the matter.

Aligning images

This is a guide for aligning images.

See the full Advanced Markdown doc for more tips and tricks

left alignment

@mklabs
mklabs / index.md
Created June 1, 2016 18:58
component / browserify bundles