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@iLiranS
iLiranS / sideBar.background
Last active November 13, 2025 13:39
Rounded Corners for VsCode Settings.json
{
"explorer.confirmDelete": false,
"terminal.integrated.fontWeight": "500",
"terminal.integrated.letterSpacing": 1,
"terminal.integrated.fontWeightBold": "900",
"terminal.integrated.gpuAcceleration": "off",
"editor.fontFamily": " 'Fira Code Retina' ,Consolas, 'Courier New', monospace",
"editor.fontLigatures": true,
"editor.fontWeight": "400",
"liveServer.settings.donotShowInfoMsg": true,
@aamiaa
aamiaa / CompleteDiscordQuest.md
Last active January 29, 2026 13:04
Complete Recent Discord Quest

Complete Recent Discord Quest

Note

This does not works in browser for quests which require you to play a game! Use the desktop app to complete those.

How to use this script:

  1. Accept a quest under Discover -> Quests
  2. Press Ctrl+Shift+I to open DevTools
  3. Go to the Console tab
  4. Paste the following code and hit enter:
@TheGreatSageEqualToHeaven
TheGreatSageEqualToHeaven / READ.md
Last active January 29, 2026 07:46
Data store vulnerabilities

Write-up

A warning to Roblox developers about a powerful exploit primitive. In this, I will detail the research I’ve conducted into this attack vector and walk you through how you as a developer, can protect against exploits with primitives like this.

DataStoreService lets you store data that needs to persist between sessions, such as items in a player’s inventory or skill points. Data stores are consistent per experience, so any place in an experience can access and change the same data, including places on different servers.

By default, experiences tested in Studio cannot access data stores, so you must first enable API services. You will need to do this to test the vulnerabilities.

The idea I wanted to explore when pondering the above question was; can we exploit remotes to prevent data from saving? It is easy to blame the developer for not protecting themselves against such a simple exploit but it ends up being more complicated than that. I found plenty of examples of these vulnerabilities occurring

@sayhisam1
sayhisam1 / useAnimation.lua
Last active October 27, 2023 21:55
Matter useAnimation hook
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Matter = require(ReplicatedStorage.Packages.Matter)
local function useAnimation(animator: Animator, animation: Animation, pause: boolean)
if pause == nil then
pause = false
end
local state = Matter.useHookState(animator, function(storage)
if storage.animationTrack then
@MagistrAVSH
MagistrAVSH / URP-VertexLit.shader
Last active October 12, 2024 02:00
UniversalRenderingPipeline VertexLit Shader
Shader "Universal Render Pipeline/Custom/VertexLit"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Gain ("Gain", Float) = 1.5
_Color ("Color", Color) = (1,1,1,1)
_EdgeColor ("Edge Color", Color) = (0,0,0,1)
[Toggle] _RemoveDiag("Remove diagonals", Float) = 0.
@demonixis
demonixis / XRSubSystemTest.cs
Created January 13, 2020 13:28
A demonstration of how to use the all new XRSubsystem with Unity 2019.3+
using UnityEngine;
using UnityEngine.XR;
using UnityEngine.XR.Management;
public class XRSubSystemTest : MonoBehaviour
{
public void Start()
{
var xrSettings = XRGeneralSettings.Instance;
if (xrSettings == null)
@jstnlvns
jstnlvns / git: gitignore.md
Created November 16, 2018 19:42
a gitignore cheatsheet

Git sees every file in your working copy as one of three things:

  1. tracked - a file which has been previously staged or committed;
  2. untracked - a file which has not been staged or committed; or
  3. ignored - a file which Git has been explicitly told to ignore.

Ignored files are usually build artifacts and machine generated files that can be derived from your repository source or should otherwise not be committed. Some common examples are:

  • dependency caches, such as the contents of /node_modules or /packages
  • compiled code, such as .o, .pyc, and .class files
@phi-lira
phi-lira / UniversalPipelineTemplateShader.shader
Last active December 25, 2025 11:44
Template shader to use as guide to create Universal Pipeline ready shaders. This shader works with Universal Render Pipeline 7.1.x and above.
// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME!
// However, if you want to author shaders in shading language you can use this teamplate as a base.
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader.
// This shader works with URP 7.1.x and above
Shader "Universal Render Pipeline/Custom/Physically Based Example"
{
Properties
{
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0