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@Arnklit
Arnklit / generate_plane.gd
Created March 16, 2022 06:56
Subdivided Plane Set as Lod Levels in Godot 4.0
@tool
extends MeshInstance3D
@export var generate := false:
set(v):
gen_mesh()
@export_range(0, 10) var subdivisions := 5
@export var size := 8.0
@mxashlynn
mxashlynn / Learn GB Studio 2.md
Last active August 3, 2024 21:14
Learn GB Studio 2.0

Learn GB Studio 2.0

Getting GB Studio

GB Studio 3.0 has been released and is much more capable than GB Studio 2.0 was. However, GB Studio 2.0 is much easier to learn.

The most stable, advanced, and user-friendly version of GB Studio 2.0 available is 2.0-beta5.

You can get this version of GB Studio pre-built and ready to go from GitHub.

  • General:
    • Fix save/load state related crash
    • Fix unloaded entities still being detected by end flags in Dustmod
    • Fix DX12 device error
    • Fix segments overwriting checkpoint when unloading
    • Fix player movement FX positions when player is scaled
    • Fix weird tome scroll behaviour when using arrow keys after searching
    • Fix score screen not shown for OOB/unload
    • OOB/Unload now works on dustmod maps
    • Door/tome titles will no longer overlap in multiplayer - only the title for the active camera is drawn
@mieki256
mieki256 / gpl2aco.py
Created July 8, 2021 17:00
Convert GIMP palette (.gpl) to Photoshop color swatch (.aco)
#!python
# -*- mode: python; Encoding: utf-8; coding: utf-8 -*-
# Last updated: <2021/07/08 04:18:55 +0900>
"""
Convert GIMP palette (.gpl) to Photoshop color swatch (.aco).
usage: python gpl2aco.py GPL_FILE ACO_FILE
Windows10 x64 20H2 + Python 3.9.5 64bit
"""
@Donnotron666
Donnotron666 / Easing.cs
Last active October 26, 2020 23:57
Simple controller for managing squash n stretch on transforms.
namespace Core.Utils
{
static public class Easing
{
/// <summary>
/// Constant Pi.
/// </summary>
private const float PI = Math.PI;
@RichardULZ
RichardULZ / Ascii_Windows1252_RefTable.md
Last active September 29, 2021 17:00
GBstudio Every character in the ascii png (table)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
! " # $ % & ' ( ) * + , - . /
0 1 2 3 4 5 6 7 8 9 : ; < = > ?
@ A B C D E F G H I J K L M N O
P Q R S T U V W X Y Z [ \ ] ^ _
` a b c d e f g h i j k l m n o
p q r s t u v w x y z { | } ~
@AndreaCatania
AndreaCatania / godot_fluid_shader
Created May 2, 2019 20:37
Godot fluid shader using flex engine
shader_type spatial;
render_mode blend_mix, unshaded;
uniform float water_transparency = 0.1;
uniform vec4 water_color: hint_color;
uniform float water_distortion = 20;
uniform vec2 water_distortion_direction = vec2(0, 1);
vec4 blur(sampler2D tex, vec2 current_uv, vec2 pixel_size, int passes ){
@evaera
evaera / Clean Code.md
Last active September 16, 2024 06:46
Best Practices for Clean Code
  1. Use descriptive and obvious names.
    • Don't use abbreviations, use full English words. player is better than plr.
    • Name things as directly as possible. wasCalled is better than hasBeenCalled. notify is better than doNotification.
    • Name booleans as if they are yes or no questions. isFirstRun is better than firstRun.
    • Name functions using verb forms: increment is better than plusOne. unzip is better than filesFromZip.
    • Name event handlers to express when they run. onClick is better than click.
    • Put statements and expressions in positive form.
      • isFlying instead of isNotFlying. late intead of notOnTime.
      • Lead with positive conditionals. Avoid if not something then ... else ... end.
  • If we only care about the inverse of a variable, turn it into a positive name. missingValue instead of not hasValue.