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matniedoba / .gitattributes
Created May 7, 2025 14:20
.gitattributes for Unreal when building from source
#
# This file contains rules that control how Git handles binary and text files, including line endings
#
# Make sure Windows batch files preserve CR/LF line endings, otherwise they may not be able to execute. Windows
# batch files require a CR/LF for labels to work properly, otherwise they may fail when labels straddle 512-byte
# block boundaries. This is important when files are downloaded through a zip archive that was authored on a
# Linux machine (the default behavior on GitHub)
*.bat eol=crlf
*.sh eol=lf
*.png filter=lfs diff=lfs merge=lfs -text
@matniedoba
matniedoba / .gitignore
Created May 6, 2025 09:16
Unreal Engine gitignore that ignores also the plugins folder
# This .gitignore is based on Epic's P4IGNORE.
# It is extended for art assets and other code editors such as VS Code
# Learn more on how to adjust this file on: https://www.anchorpoint.app/blog/how-to-set-up-a-gitignore-file-for-unreal-engine
#################################
# Unreal Engine generated files #
#################################
# Builds
**/Build/*
@matniedoba
matniedoba / .gitignore
Created December 19, 2023 15:14
Gitignore for Unity, based on GitHub's Unity .gitignore
# This .gitignore file should be placed at the root of your Unity project directory
# The original version comes from https://github.com/github/gitignore/blob/main/Unity.gitignore
# It has been modified to allow Unity projects to be placed in subfolders of your Git repository.
# If you have folders named "obj", "library" or "temp", they will always be ignored wherever they are in the project.
# If you want to avoid this, remove the "**" and replace it with the real folder name.
**/[Ll]ibrary/
**/[Tt]emp/
**/[Oo]bj/
// Put this into your Assets folder
// The best place is to put it in a Scripts/ Editor Scripts folder
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;
public class NotifyForLockedFiles : UnityEditor.AssetModificationProcessor
{
@matniedoba
matniedoba / texture_from_prompt.yaml
Created October 21, 2022 14:10
Stable Diffusion texture generator YAML
# Anchorpoint Markup Language
# Predefined Variables: e.g. ${path}
# Environment Variables: e.g. ${MY_VARIABLE}
# Full documentation: https://docs.anchorpoint.app/Actions/Reference
version: 1.0
action:
name: Texture from Prompt
version: 1
# Import the modules
# With this you can get information from Anchorpoint e.g. which file is selected or in which folder the command is executed.
import anchorpoint as ap
# With this you can control the attribute system of Anchorpoint
import apsync as aps
# The replicate module to control machine learning models in the cloud
import replicate
# A module for downloading images from server and the os module for file operations.
import requests, os
@matniedoba
matniedoba / texture_from_prompt.py
Created October 21, 2022 14:08
Stable Diffusion texture generator using Replicate
# Import the modules
# With this you can get information from Anchorpoint e.g. which file is selected or in which folder the command is executed.
import anchorpoint as ap
# With this you can control the attribute system of Anchorpoint
import apsync as aps
# The replicate module to control machine learning models in the cloud
import replicate
# A module for downloading images from server and the os module for file operations.
import requests, os
* text=auto
# Unity files
*.meta -text merge=unityyamlmerge diff
*.unity -text merge=unityyamlmerge diff
*.asset -text merge=unityyamlmerge diff
*.prefab -text merge=unityyamlmerge diff
*.mat -text merge=unityyamlmerge diff
*.anim -text merge=unityyamlmerge diff
*.controller -text merge=unityyamlmerge diff