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@Tak
Tak / meh.cs
Created December 14, 2018 08:56
class MyEditor
{
int sliderValue = 0;
int sliderMin = 0;
int sliderMax = 15;
void OnInspectorGUI()
{
sliderValue = EditorGUILayout.IntSlider(sliderValue, sliderMin, sliderMax);
}
static string CombinePaths (params string[] paths)
{
if (null == paths)
return string.Empty;
return string.Join (Path.DirectorySeparatorChar.ToString (), paths);
}
diff --git a/mono/io-layer/processes.c b/mono/io-layer/processes.c
index 02665dd..25af22d 100644
--- a/mono/io-layer/processes.c
+++ b/mono/io-layer/processes.c
@@ -1723,6 +1723,7 @@ gboolean GetExitCodeProcess (gpointer process, guint32 *code)
if(code==NULL) {
return(FALSE);
}
+ *code = STILL_ACTIVE;
User's notes
===============================================================================================
===============================================================================================
Output of command: ''/home/levi/.local/share/Steam/SteamApps/common/the witcher 2/crash_reporting/minidump_stackwalk' '/home/levi/.local/share/cdprojektred/witcher2//7c9763bd-5145-3253-75fcc606-2d584474.dmp' '/home/levi/.local/share/Steam/SteamApps/common/the witcher 2/crash_reporting/symbols/''
===============================================================================================
Operating system: Linux
0.0.0 Linux 3.13.0-24-generic #47-Ubuntu SMP Fri May 2 23:30:00 UTC 2014 x86_64
CPU: x86
GenuineIntel family 6 model 58 stepping 9
User's notes
===============================================================================================
===============================================================================================
Output of command: ''/home/levi/.local/share/Steam/SteamApps/common/the witcher 2/crash_reporting/minidump_stackwalk' '/home/levi/.local/share/cdprojektred/witcher2//1e5b3df4-7b27-869c-75897d4b-28fa64f2.dmp' '/home/levi/.local/share/Steam/SteamApps/common/the witcher 2/crash_reporting/symbols/''
===============================================================================================
Operating system: Linux
0.0.0 Linux 3.13.0-24-generic #47-Ubuntu SMP Fri May 2 23:30:00 UTC 2014 x86_64
CPU: x86
GenuineIntel family 6 model 58 stepping 9
[Conditional ("DEBUG")]
void SmoMoAssert (bool condition, string messageFormat, params object[] messageParams)
{
if (!condition)
Debug.LogError ("Assertion failed: " + string.Format (messageFormat, messageParams));
}
{
var bufferNames = new[]{ "MapData" };
bool done = false;
mConnectedStorage.GetAsync(bufferNames, (storage,op,view) => {
if (op.Success)
{
foreach( bufferName in bufferNames )
{
byte[] buffer = view.GetBuffer( bufferName );
// do something fancy shmancy with the data
In Box2D kinematic bodies only collide with other kinematic bodies therefore the second static body doesn't create a contact.
When you change the first body to be dynamic (un-check the IsKinematic property) then it's a dynamic body. Dynamic bodies do collide with static bodies.
Kinematic can collide with Kinematic
Dynamic can collide with Static & Dynamic
Static can collide with Dynamic
Box2D imposes this and not Unity.
#! /bin/bash
# streaming on Ubuntu via ffmpeg.
# see http://ubuntuguide.org/wiki/Screencasts for full documentation
# see http://www.thegameengine.org/miscellaneous/streaming-twitch-tv-ubuntu/
# for instructions on how to use this gist
# input resolution, currently fullscreen.
# you can set it manually in the format "WIDTHxHEIGHT" instead.
INRES=$(xwininfo -root | awk '/geometry/ {print $2}'i)
$ ./StrikeSuitZero
Running Tasks:
22
PRIO NAME STATUS
1) 205: MemoryManager - [Idle]
2) 204: ValkyrieEarlyLoad - [Idle]
3) 202: Filesystem - [Idle]
4) 201: cAsyncLoaderManager - [Idle]
5) 200: RendererBase - [Idle]
6) 160: RenderStateManager - [Idle]