I require this all of the time when Exporting, so thought I'd drop it here so fellow users have options while we wait for this functionality to get added to Affinity officially.
Resolves long standing issues of Slice Mode:
| @abstract | |
| class_name HTTPUtilities | |
| static func connect_host(tree: SceneTree, http_client: HTTPClient, url: String) -> bool: | |
| var err: int = http_client.connect_to_host(url) | |
| if err != OK: | |
| return false | |
| # Wait until resolved and connected. | |
| while http_client.get_status() == HTTPClient.STATUS_CONNECTING or http_client.get_status() == HTTPClient.STATUS_RESOLVING: |
| # https://askubuntu.com/questions/1254364/how-to-control-fans-on-an-asus-laptop/1398098#1398098 | |
| cat << EOF >>~/.bashrc | |
| alias fan-turbo='cd /sys/devices/platform/asus-nb-wmi; sudo sh -c "echo 1 >> fan_boost_mode"; sudo sh -c "echo 1 >> throttle_thermal_policy"; source ~/.bashrc; cd ~;' | |
| alias fan-performance='cd /sys/devices/platform/asus-nb-wmi; sudo sh -c "echo 0 >> fan_boost_mode"; sudo sh -c "echo 0 >> throttle_thermal_policy"; source ~/.bashrc; cd ~;' | |
| alias fan-silent='cd /sys/devices/platform/asus-nb-wmi; sudo sh -c "echo 2 >> fan_boost_mode"; sudo sh -c "echo 2 >> throttle_thermal_policy"; source ~/.bashrc; cd ~;' | |
| EOF | |
| source ~/.bashrc |
| <script> | |
| function $debug(...args) { | |
| console.log('debug', ...args); | |
| } | |
| function $on(eventName, callback) { | |
| document.currentScript.parentElement.addEventListener(eventName, callback); | |
| } | |
| function $send(element, name, detail) { | |
| let event = new CustomEvent(name, { detail: detail, bubbles: true }); | |
| element?.dispatchEvent(event); |
| import argparse | |
| import os | |
| import requests | |
| from abc import ABC, abstractmethod | |
| parser = argparse.ArgumentParser( | |
| description=""" | |
| Generates testing files for JS libraries that are popular with htmx. | |
| Run --setup first to download libraries for local use. | |
| A separate file for each library will be generated - timing is done with console.time and console.timeEnd. |
| #!/usr/bin/env -S bash -c "docker run -p 8080:8080 -it --rm \$(docker build --progress plain -f \$0 . 2>&1 | tee /dev/stderr | grep -oP 'sha256:[0-9a-f]*')" | |
| # syntax = docker/dockerfile:1.4.0 | |
| FROM node:20 | |
| WORKDIR /root | |
| RUN npm install sqlite3 |
| <?php | |
| // a simple event loop with Fibers (PHP 8 >= 8.1.0) | |
| // in a style slightly inspired by Python's asyncio | |
| // this will not immediately increase the throughput of your code | |
| // since the functions are still executed sequentially in the event loop | |
| // unless you can combine it with a non-blocking stream/socket | |
| // to create the impression of io parallelism |
| [gd_resource type="Theme" load_steps=12 format=3 uid="uid://7bvxnk5n5imx"] | |
| [sub_resource type="StyleBoxFlat" id="StyleBoxFlat_6h42l"] | |
| content_margin_left = 10.5 | |
| content_margin_top = 8.75 | |
| content_margin_right = 10.5 | |
| content_margin_bottom = 8.75 | |
| bg_color = Color(0.117647, 0.117647, 0.117647, 1) | |
| draw_center = false | |
| border_color = Color(1, 1, 1, 0.137255) |
During the past days, this great article by Sam Pruden has been making the rounds around the gamedev community. While the article provides an in-depth analysis, its a bit easy to miss the point and exert the wrong conclusions from it. As such, and in many cases, users unfamiliar with Godot internals have used it points such as following:
In this brief article, I will shed a bit more light about how the Godot binding system works and some detail on the Godot
/main lets us have supporting files excluded from Caddy, Godot, etc with zero extra config!Use ideas you like, leave ideas you dislike. The intention is to be simple adaptable starting point.