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You can view the license agreements in Xcode's About Box, or at /Applications/Xcode.app/Contents/Resources/English.lproj/License.rtf | |
cc -pipe -m32 -DFBXSDK_SHARED -I../../include -c ../Common/Common.cxx -o ../Common/Common.o | |
cc -pipe -m32 -DFBXSDK_SHARED -I../../include -c DrawScene.cxx -o DrawScene.o | |
cc -pipe -m32 -DFBXSDK_SHARED -I../../include -c DrawText.cxx -o DrawText.o | |
cc -pipe -m32 -DFBXSDK_SHARED -I../../include -c GetPosition.cxx -o GetPosition.o | |
cc -pipe -m32 -DFBXSDK_SHARED -I../../include -c SceneCache.cxx -o SceneCache.o | |
SceneCache.cxx:618:9: warning: 'GLUquadricObj' is deprecated: first deprecated in OS X 10.9 | |
[-Wdeprecated-declarations] | |
GLUquadricObj * lQuadObj = gluNewQuadric(); | |
^ |
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cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/Animation/ && sudo make && | |
cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/Layers/ && sudo make && | |
cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/Transformations/ && sudo make && | |
cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/UVSample/ && sudo make && | |
cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/Normals/ && sudo make && | |
cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/UserProperties/ && sudo make && | |
cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/ConvertScene/ && sudo make && | |
cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/Pivot/ && sudo make && | |
cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/ViewScene/ && sudo make && | |
cd /Applications/Autodesk/FBX\ SDK/2015.1/samples/ExportDocument/ && sudo make && |
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using UnityEngine; | |
using System.Collections; | |
//http://baba-s.hatenablog.com/entry/2014/06/30/092319 | |
public class RemoveComponent : MonoBehaviour { | |
/// <summary> | |
/// Component 型の拡張メソッドを管理するクラス | |
/// var gameObject = new GameObject(); | |
///gameObject.AddComponent<BoxCollider>(); |
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# $OpenBSD: sshd_config,v 1.89 2013/02/06 00:20:42 dtucker Exp $ | |
# This is the sshd server system-wide configuration file. See | |
# sshd_config(5) for more information. | |
# This sshd was compiled with PATH=/usr/bin:/bin:/usr/sbin:/sbin | |
# The strategy used for options in the default sshd_config shipped with | |
# OpenSSH is to specify options with their default value where | |
# possible, but leave them commented. Uncommented options override the |
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#!/bin/sh | |
auto_ssh() { | |
host=$1 | |
id=$2 | |
pass=$3 | |
command001=$4 | |
command002=$5 | |
command003=$6 | |
expect -c " |
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public List<string> HDfilePassNameList; | |
Debug.Log ("////////////////////////////////////////////////////////////////////////////"); | |
Debug.Log ("////////////////////////再帰呼び出し はじめ///////////////////////////////////"); | |
Debug.Log ("////////////////////////////////////////////////////////////////////////////"); | |
HDfilePassNameList = new List<string> (); | |
Directory_Have_Re_call(HDpath); | |
Debug.Log ("////////////////////////////////////////////////////////////////////////////"); | |
Debug.Log ("////////////////////////再帰呼び出し おわり///////////////////////////////////"); | |
Debug.Log ("////////////////////////////////////////////////////////////////////////////"); |
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using UnityEngine; | |
using System; | |
using System; | |
using System.IO; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class Directory_Have_Re_caller { | |
public static List<string> OutOfContentsFolderList; | |
public static List<string> OutOfContentsExtentionList; |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
public class NamedFolderToAssetBundleNameRenamer:EditorWindow | |
{ | |
const string kAssetBundlesOutputPath = "AssetBundles"; |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using System; | |
using System.IO; | |
using System.Text; | |
using System.Reflection; | |
using MB.Data; | |
using System.IO; |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.IO; | |
public class DeleteDirectoryAsset : MonoBehaviour { | |
public static void DeleteDirectoryAssetPath (string Localpath ) | |
{ | |
//Debug.Log (".Net Version:"+Environment.Version.ToString()); |