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@JashanChittesh
JashanChittesh / Getting_Steam_Review_RSS_Feed_from_Feed43_into_Slack.txt
Last active January 26, 2021 07:43 — forked from SnugglePilot/gist:ce094bc54ee15c3801e704d4edf22a3e
This is an updated version of CapnAndy's instructions to get Steam reviews into a Slack channel by creating a review RSS feed on feed43.com.
This is based on instructions by @Capn_Andy (apparently now @SnugglePilot), who was
pointed there by @Chaklapak. I implemented this the first time April 17, 2016, with
some updates to make it work for Early Access (the original version gave me just the
"Early Access Review" as review text). This version here is an update from April 30, 2017
which was long overdue because my previous RegEx-statement mixed things up quite a bit,
probably due to Steam changing the format a while back, resulting in the same reviews
popping up in the Slack channel over and over, with authors, recommended / not recommended
and the actual reviews all mixed up.
Original instructions:
@BretFisher
BretFisher / docker-for-mac.md
Last active May 23, 2024 22:25
Getting a Shell in the Docker Desktop Mac VM

2021 Update: Easiest option is Justin's repo and image

Just run this from your Mac terminal and it'll drop you in a container with full permissions on the Docker VM. This also works for Docker for Windows for getting in Moby Linux VM (doesn't work for Windows Containers).

docker run -it --rm --privileged --pid=host justincormack/nsenter1

more info: https://github.com/justincormack/nsenter1


@sinbad
sinbad / MeshRendererSortingEditor.cs
Last active November 3, 2023 14:40
Expose sorting layer in MeshRenderer inspector, for rendering on top of sprites
using UnityEngine;
using UnityEditor;
using System.Linq;
/// This just exposes the Sorting Layer / Order in MeshRenderer since it's there
/// but not displayed in the inspector. Getting MeshRenderer to render in front
/// of a SpriteRenderer is pretty hard without this.
[CustomEditor(typeof(MeshRenderer))]
public class MeshRendererSortingEditor : Editor
{
@tkyaji
tkyaji / UnityAssetBundleBuilder.cs
Last active September 22, 2023 13:51
[Unity] Build Asset Bundle, and upload to AWS-S3
using UnityEngine;
using UnityEngine.Networking;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
using System.Security.Cryptography;
using System.Text;
using System;
@ilkinulas
ilkinulas / CustomHierarchyView.cs
Created July 20, 2016 18:40
editor script that demonstrates how to customize hierarchy window
using UnityEngine;
using UnityEditor;
using System.Text;
[InitializeOnLoad]
public class CustomHierarchyView {
private static StringBuilder sb = new StringBuilder ();
static CustomHierarchyView() {
@pdanford
pdanford / README.md
Last active April 13, 2024 18:19
Launching iTerm2 from macOS Finder

Launching iTerm2 from macOS Finder

(Based on info from Peter Downs' gitub but with modified behavior to open a new terminal window for each invocation instead of reusing an already open window.)

The following three ways to launch an iTerm2 window from Finder have been tested on iTerm2 version 3+ running on macOS Mojave+.

pdanford - April 2020


@define-private-public
define-private-public / HttpServer.cs
Last active May 15, 2024 12:09
A Simple HTTP server in C#
// Filename: HttpServer.cs
// Author: Benjamin N. Summerton <define-private-public>
// License: Unlicense (http://unlicense.org/)
using System;
using System.IO;
using System.Text;
using System.Net;
using System.Threading.Tasks;
@aaronjwood
aaronjwood / BinarySearchTree.cs
Created February 15, 2016 05:57
Binary search tree implementation in C#
using System;
using System.Diagnostics;
namespace BinarySearchTree
{
class Node
{
public int value;
public Node left;
public Node right;
@vasanthk
vasanthk / System Design.md
Last active May 23, 2024 18:22
System Design Cheatsheet

System Design Cheatsheet

Picking the right architecture = Picking the right battles + Managing trade-offs

Basic Steps

  1. Clarify and agree on the scope of the system
  • User cases (description of sequences of events that, taken together, lead to a system doing something useful)
    • Who is going to use it?
    • How are they going to use it?
@jbevain
jbevain / README.md
Last active November 16, 2023 12:11
pdb2mdb for Visual Studio 2015

The Visual Studio Tools for Unity are able to convert .NET debug symbol files (namely pdb files) to debug symbols files that are understood by Unity's scripting engine (namely .dll.mdb files) when importing both the .dll and the .pdb in the Assets folder.

If you prefer to handle the conversion yourself you need to call a tool named pdb2mdb on the .dll associated with the .pdb:

pdb2mdb MyLibrary.dll

Will produce a MyLibrary.dll.mdb usable on Unity if MyLibrary.pdb is present.