run as admin> dism /online /Enable-Feature /FeatureName:TelnetClient
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| using UnityEngine; | |
| // Visual effect/illusion where a rotating model alternates between | |
| // seeming to rotate one way around and the other. | |
| // Unlike many similar effects, the eyes are nudged/forced to see it | |
| // in alternating ways by oscillating between regular perspective and | |
| // inverse perspective, changing which parts of the model appear | |
| // bigger or smaller on the screen. | |
| // Attach this script on the GameObject with the Camera component. |
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| /* | |
| Based on the Anti-aliased Euclidean distance transform described by Stefan Gustavson and | |
| Robin Strand. For further information, see https://contourtextures.wikidot.com/ and | |
| https://web.archive.org/web/20220503051209/https://weber.itn.liu.se/~stegu/edtaa/ | |
| The algorithm is an adapted version of Stefan Gustavson's code, it inherits the copyright | |
| statement below, which applies to this file only. | |
| The rewrite with Unity Burst support makes the execution 40 times faster by default, | |
| and 75 times faster if the passed in textures are both of type TextureFormat.RGBAFloat. |
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| [ValheimPlus] | |
| ; Change false to true to enable this section. | |
| enabled = true | |
| ; Display the Valheim Plus logo in the main menu | |
| mainMenuLogo = true | |
| ; Display the advertisement of our server hosting partner on the server browser menu | |
| serverBrowserAdvertisement = true |
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| // https://ameye.dev/notes/edge-detection-outlines/ | |
| Shader "Custom/Edge Detection" | |
| { | |
| Properties | |
| { | |
| _OutlineThickness ("Outline Thickness", Float) = 1 | |
| _OutlineColor ("Outline Color", Color) = (0, 0, 0, 1) | |
| } | |
| SubShader |
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| # Prints out recycle bin sizes per user from C drive | |
| # Ensure the script runs as Administrator | |
| $recycleBinPath = "C:\`$Recycle.Bin" # Escape the `$` character | |
| # Check for each user's Recycle Bin folder | |
| Get-ChildItem -LiteralPath $recycleBinPath -Directory -Force | ForEach-Object { | |
| $userSID = $_.Name | |
| try { | |
| # Resolve the SID to a username |
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| // https://discussions.unity.com/t/what-is-the-best-way-to-make-a-map-terrain-for-my-2d-game/1569621/5 | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| [ExecuteInEditMode] | |
| [RequireComponent( typeof(MeshFilter) , typeof(MeshRenderer) )] | |
| public class TriangularGridMesh : MonoBehaviour | |
| { | |
| [Header("Grid Settings")] | |
| [SerializeField] float _gridTriangleLength = 1f; |
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| // attach to main camera, BIRP | |
| using UnityEngine; | |
| [ExecuteInEditMode] | |
| public class MotionFX : MonoBehaviour | |
| { | |
| public Material mat; | |
| Camera cam; |
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| """gr.Chatbot() component.""" | |
| from __future__ import annotations | |
| import inspect | |
| import warnings | |
| from collections.abc import Callable, Sequence | |
| from dataclasses import dataclass, field | |
| from pathlib import Path | |
| from typing import ( |
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| using UnityEngine; | |
| public class TrackTargets : MonoBehaviour { | |
| [SerializeField] | |
| Transform[] targets; | |
| [SerializeField] | |
| float boundingBoxPadding = 2f; |