Available | Release | Architecture | Version | URI |
---|---|---|---|---|
TRUE | 2022 | x64 | 14.32.31332.0 | https://aka.ms/vs/17/release/VC_redist.x64.exe |
TRUE | 2022 | x86 | 14.32.31332.0 | https://aka.ms/vs/17/release/VC_redist.x86.exe |
TRUE | 2019 | x64 | 14.29.30139.0 | https://aka.ms/vs/16/release/VC_redist.x64.exe |
TRUE | 2019 | x86 | 14.29.30139.0 | https://aka.ms/vs/16/release/VC_redist.x86.exe |
TRUE | 2017 | x64 | 14.16.27033.0 | https://aka.ms/vs/15/release/vc_redist.x64.exe |
TRUE | 2017 | x86 | 14.16.27033.0 | https://aka.ms/vs/15/release/vc_redist.x86.exe |
TRUE | 2015 | x64 | 14.0.24215.1 | https://download.microsoft.com/download/6/A/A/6AA4EDFF-645B-48C5-81CC-ED5963AEAD48/vc_redist.x64.exe |
TRUE | 2015 | x86 | 14.0.24215.1 | https://download.microsoft.com/download/6/A/A/6AA4EDFF-645B-48C5-81CC-ED5963AEAD48/vc_redist.x86.exe |
Thanks to @leogx9r for providing cracking methods.
https://gist.github.com/JerryLokjianming/71dac05f27f8c96ad1c8941b88030451#gistcomment-3762200 https://gist.github.com/maboloshi/feaa63c35f4c2baab24c9aaf9b3f4e47#gistcomment-3802197 https://gist.github.com/maboloshi/feaa63c35f4c2baab24c9aaf9b3f4e47#gistcomment-3803204
Note: ARM platform is not supported
Shader "WorldNormalFromDepthTexture" | |
{ | |
Properties { | |
[KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
LOD 100 |
#if UNITY_EDITOR | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
using System.Reflection; | |
public class EditorFontSize : EditorWindow | |
{ | |
// enable resize on launch to set a default font size , using this option will disable the ability to have the window accassible |
@echo off | |
@rem "This little script sets a few useful settings in Windows 10 that most" | |
@rem "serious users are likely to want; scroll through the script for details" | |
@rem "and disable sections you don't want." | |
@rem "Usage:" | |
@rem "Just save this file as a .bat or .cmd file and run it (with" | |
@rem "Administrator privileges!). You will need to re-run it after larger" | |
@rem "updates, as these tend to overwrite some of the settings or re-create" |
using System.Collections.Generic; | |
using System.Diagnostics; | |
using UnityEngine; | |
using UnityEditor; | |
using UnityEngine.Rendering; | |
using Debug = UnityEngine.Debug; | |
public class CreateSceneMesh : MonoBehaviour | |
{ | |
[MenuItem("GameObject/Create Scene Mesh %G")] |
The below is a breakdown / bird's eye view of how a sparse-array backed ECS like EnTT or Shipyard works.
Please see the thanks and references at the bottom - without their help I would not have been able to share this breakdown with you... everything here is really just notes and rephrasing of what they've written already :)
Also, these notes do not cover archetype systems (like unity) nor adaptations of archetypes (like in Flecs). Though there's a couple comparative footnotes at the end.
Here we go!
for 4.2.4 or higher, 4.2.5,4.2.6,4.3.7, it's works, this is the way which makes Always in evaluation mode.
- open
Terminal
, go to the dir :cd /Applications/Beyond Compare.app/Contents/MacOS
- change the name
BCompare
toBCompare.bak
:mv BCompare BCompare.bak
- touch a file name
BCompare
, andchmod a+ux BCompare
:touch BCompare && chmod a+ux BCompare
- open
BCompare
with text editor, insert the script :
#!/bin/bash
rm "/Users/$(whoami)/Library/Application Support/Beyond Compare/registry.dat"
"`dirname "$0"`"/BCompare.bak $@
float3 CurColor=0; | |
float2 NewUV = UV; | |
int i=0; | |
float StepSize = Distance / (int) DistanceSteps; | |
float CurDistance=0; | |
float2 CurOffset=0; | |
float SubOffset = 0; | |
float TwoPi = 6.283185; | |
float accumdist=0; |
/* C# code that sets up the mip colors texture: | |
s_MipColorsTexture = new Texture2D (32, 32, TextureFormat.RGBA32, true); | |
s_MipColorsTexture.hideFlags = HideFlags.HideAndDontSave; | |
Color[] colors = new Color[6]; | |
colors[0] = new Color (0.0f, 0.0f, 1.0f, 0.8f); | |
colors[1] = new Color (0.0f, 0.5f, 1.0f, 0.4f); | |
colors[2] = new Color (1.0f, 1.0f, 1.0f, 0.0f); // optimal level | |
colors[3] = new Color (1.0f, 0.7f, 0.0f, 0.2f); | |
colors[4] = new Color (1.0f, 0.3f, 0.0f, 0.6f); | |
colors[5] = new Color (1.0f, 0.0f, 0.0f, 0.8f); |