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#!/usr/bin/env python | |
# coding: utf-8 | |
# You need PIL <http://www.pythonware.com/products/pil/> to run this script | |
# Download unifont.ttf from <http://unifoundry.com/unifont.html> (or use | |
# any TTF you have) | |
# Copyright 2011 Álvaro Justen [alvarojusten at gmail dot com] | |
# License: GPL <http://www.gnu.org/copyleft/gpl.html> | |
from image_utils import ImageText |
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#!/usr/bin/env python | |
# coding: utf-8 | |
# You need PIL <http://www.pythonware.com/products/pil/> to run this script | |
# Download unifont.ttf from <http://unifoundry.com/unifont.html> (or use | |
# any TTF you have) | |
# Copyright 2011 Álvaro Justen [alvarojusten at gmail dot com] | |
# License: GPL <http://www.gnu.org/copyleft/gpl.html> | |
from image_utils import ImageText |
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using System; | |
using System.Collections.Concurrent; | |
using System.Threading.Tasks; | |
using Den.Tools; | |
using Den.Tools.GUI; | |
using Den.Tools.Matrices; | |
using MapMagic.Products; | |
using MapMagic.Nodes; |
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<!--XSL style sheet to convert EESCHEMA XML Partlist Format to grouped CSV BOM Format | |
Copyright (C) 2014, Wolf Walter. | |
Copyright (C) 2013, Stefan Helmert. | |
Copyright (C) 2018, Kicad developers. | |
Copyright (C) 2019, arturo182. | |
GPL v2. | |
Functionality: | |
Generation of JLCPCB PCBA compatible BOM |
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// http://www.sebaslab.com/how-to-compress-and-decompress-binary-stream-in-unity/ | |
using ICSharpCode.SharpZipLib.BZip2; | |
using System.Runtime.Serialization.Formatters.Binary; | |
using System.IO; | |
static void Compress (string nameOfTheFileToSave, ISerializable objectToSerialize) | |
{ | |
using (FileStream fs = new FileStream(nameOfTheFileToSave, FileMode.Create)) | |
{ |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
/// <summary> | |
/// Helper class that represents a parameterized vertex | |
/// </summary> | |
public class Vector3Param { | |
///bernstein polynomial packing |
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// this code is under MIT License, by Robert Yang + others (credits in comments) | |
// a lot of this is based on http://wiki.unity3d.com/index.php?title=SkinnedMeshCombiner | |
// but I removed the atlasing stuff because I don't need it | |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class MeshCut | |
{ | |
private static Plane blade; | |
private static Transform victim_transform; | |
private static Mesh victim_mesh; |
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using UnityEngine; | |
public class SimpleSoundManager:MonoBehaviour { | |
// Audio source | |
private AudioSource musicSrc; | |
private AudioSource effectSrc; | |
// Instance variable | |
private static SimpleSoundManager instance; | |
// Instance |
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
// Modifications by David Leon. Copyright (c) 2017 Lince Works SL. MIT license (see license.txt) | |
Shader "ToonDeferredShading2017" { | |
Properties { | |
_LightTexture0 ("", any) = "" {} | |
_LightTextureB0 ("", 2D) = "" {} | |
_ShadowMapTexture ("", any) = "" {} | |
_SrcBlend ("", Float) = 1 | |
_DstBlend ("", Float) = 1 |
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