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Prikvačeni tweet
Yo, here's the stuff I'm most proud of from 2019! It was a great year for me and I'm planning to make 2020 even better!https://twitter.com/i/events/1214034270274097152 …
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Just got off the horn with Gabe Newell and he said this was my best tweet yethttps://twitter.com/keenanwoodall/status/1222382604604801025 …
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the plural of valve index is valve indices
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idk if this will make it onto the main branch, but i added elasticity to deform. Snag it here if you want. https://github.com/keenanwoodall/Deform/tree/elastic-deformable … Instead of using the Deformable component, just use ElasticDeformable.
Expect bugs - this was made in a few hours with minimal testing
pic.twitter.com/JO7ZBPAb1vHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Got to mess around with
@JangaFX's EmberGen for a bit and it's phenomenally fun to play with. I rarely know what I'm doing but it always managed to look coolpic.twitter.com/69xnpwyOkOHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
I'm seeing a lot of people saying to use the null coalescing ?? or null conditional ?. operator. While I love those, be careful using them with anything that derives from UnityEngine.Object! Seriously read this article if you haven't. It rocked my boathttps://blogs.unity3d.com/2014/05/16/custom-operator-should-we-keep-it/ …
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And yea, you can do the GetComponent null check in one line as well, but I think it's a little bit harder to readpic.twitter.com/ltRPNjd0bO
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Also, if you don't wanna cache the reference for some reason you can still save a line by declaring the variable inlinepic.twitter.com/B5dmNh0pWw
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Yo here's a
#unitytip Consider using the TryGetComponent method instead of GetComponent. It can save u from typing an extra line - very important!!
I only discovered it somewhat recently and nothing shows up when I google it, so I figured it may be new to some of yapic.twitter.com/pGKjXSeliM
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Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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it renders really fast, but right now every possible pair of points does a distance check to see if a connection can be made which can get really slow. advice on some sort of spatial partitioning that'd improve the speed of calculating connections between points is welcome!pic.twitter.com/L9oON5GAbV
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Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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i love how my younger self wasn't a perfectionist about everythingpic.twitter.com/YyWb5PnvBX
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Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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got an email from dropbox that my account was gonna be deleted due to lack of use. i reopened it on a whim and found some really fun animations I made when I was a wee 14 y/o here's a sentimental thread of my favorites:pic.twitter.com/4tEikogn8J
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Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Then I did the rest of it without recording any progress videos b/c I forgot
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Next I connected the raymarched objects to actual transforms in the scene to make messing around easier.pic.twitter.com/2jq68P37qM
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