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@johnfredcee
johnfredcee / udk.el
Created May 16, 2011 10:30
Emacs Unreal Development Kit Support Functions
;; -- UNREALSCRIPT --------------------------------------------------------------
(require 'unrealscript-mode)
(defcustom udk-location "C:\\UDK\\UDK-2011-11\\"
"Directory where udk executables are found"
:type 'directory
:group 'udk)
(defcustom udk-map "TestMap"
"Name of the map to launch the Unreal game with"
;; Unrealscript major mode
;; Copyright (C) 2012 John Connors
;; Author: John Connors
;; Keywords: extensions
;; This file 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, or (at your option)
@nifl
nifl / grok_vi.mdown
Created August 29, 2011 17:23
Your problem with Vim is that you don't grok vi.

Answer by Jim Dennis on Stack Overflow question http://stackoverflow.com/questions/1218390/what-is-your-most-productive-shortcut-with-vim/1220118#1220118

Your problem with Vim is that you don't grok vi.

You mention cutting with yy and complain that you almost never want to cut whole lines. In fact programmers, editing source code, very often want to work on whole lines, ranges of lines and blocks of code. However, yy is only one of many way to yank text into the anonymous copy buffer (or "register" as it's called in vi).

The "Zen" of vi is that you're speaking a language. The initial y is a verb. The statement yy is a simple statement which is, essentially, an abbreviation for 0 y$:

0 go to the beginning of this line. y yank from here (up to where?)

@lucasdavila
lucasdavila / 1_ubuntu_terminal_command
Last active August 22, 2024 16:26
Installing Source Code Pro fonts in ubuntu
# to execute this gist, run the line bellow in terminal
\curl -L https://raw.github.com/gist/3875946/install_source_code_pro.sh | sh
@thebeardphantom
thebeardphantom / .gitignore
Last active April 9, 2017 13:08
Unity GitIgnore
# Ignore everything
/*
/*/
# Inverse ignore some stuff
!/Assets/
!/ProjectSettings/
!.gitignore
# OS Stuff
@zarzen
zarzen / spacemacs-cpp.md
Last active January 23, 2024 13:06
C++ development environment setup in Spacemacs
@matthewjberger
matthewjberger / .spacemacs.el
Last active April 4, 2018 19:24
Windows Spacemacs config
;; -*- mode: emacs-lisp -*-
;; This file is loaded by Spacemacs at startup.
;; It must be stored in your home directory.
(defun dotspacemacs/layers ()
"Configuration Layers declaration.
You should not put any user code in this function besides modifying the variable
values."
(setq-default
;; Base distribution to use. This is a layer contained in the directory
@kyraocean
kyraocean / 01-seeyouspacecowgirl.sh
Last active January 24, 2022 03:04
SEE YOU SPACE COWBOY|GIRL cosmic-colored terminal logout
#!/usr/bin/env bash
# SEE YOU SPACE COWGIRL by KYRA OCEAN (kyraocean.com) (July 2014)
# Displays a timeless message in your terminal with cosmic color effects
# Usage: add "sh ~/seeyouspacecowgirl.sh; sleep 2" to .bash_logout (or similar) in your home directory
# (adjust the sleep variable to display the message for more seconds)
# Cosmic color sequence
@intaxwashere
intaxwashere / customthunkexample.md
Last active February 18, 2025 07:45
Custom Thunks Unreal Engine TL;DR

Custom thunks TL;DR

This smol post assumes you worked on a custom thunk implementation before but no idea how it works, why you're using cursed macros from 1990s etc. If you don't have any programming experience or relatively new to Unreal world, it's likely you might not understand anything from this post, not because concepts are too difficult to grasp, but rather because this post is written for the people who has an understanding of how Unreal works since a while and want to expand their knowledge of custom thunks implementation.

Part 1:

  • A thunk is a function that you can save and call later, so if you had an array of TFunction<void()>s, you would have an array of custom thunks that you can bind/unbind new function pointers to existing TFunctions.
  • Custom thunks of Blueprints are the same, they're a fancy array/list of function pointers. Imagine for each node you placed to graph, Blueprints have a place for that node in it's list of custom thunks. For example the + node in Blueprints that