- Open Powershell as an administrator
- Run
Get-ItemProperty HKLM:\SYSTEM\CurrentControlSet\Enum\HID\*\*\Device` Parameters FlipFlopWheel -EA 0 | ForEach-Object { Set-ItemProperty $_.PSPath FlipFlopWheel 1 }
- Verify that all mice devices have had their
FlipFlopWheelattributes set to 1Get-ItemProperty HKLM:\SYSTEM\CurrentControlSet\Enum\HID\*\*\Device` Parameters FlipFlopWheel -EA 0
- Reboot
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| services: | |
| # See https://github.com/Dreamacro/clash/wiki/Running-Clash-as-a-service#docker | |
| clash: | |
| # ghcr.io/dreamacro/clash | |
| # ghcr.io/dreamacro/clash-premium | |
| # dreamacro/clash | |
| # dreamacro/clash-premium | |
| image: dreamacro/clash-premium | |
| container_name: clash-premium | |
| volumes: |
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| // Available variables: | |
| // - Machine | |
| // - interpret | |
| // - assign | |
| // - send | |
| // - sendParent | |
| // - spawn | |
| // - raise | |
| // - actions |
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| /** | |
| * Copyright (c) 2014-present, Facebook, Inc. | |
| * | |
| * This source code is licensed under the MIT license found in the | |
| * LICENSE file in the root directory of this source tree. | |
| */ | |
| var regeneratorRuntime = (function (exports) { | |
| "use strict"; |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| public class GameEvent | |
| { | |
| } | |
| public class Events | |
| { | |
| static Events instanceInternal = null; |
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| public static void DrawString(Camera cam,string text, Vector3 worldPos, Color? colour = null) | |
| { | |
| if (IsValidCamera (cam) == false) | |
| return; | |
| UnityEditor.Handles.BeginGUI(); | |
| Color c = GUI.color; | |
| if (colour.HasValue) GUI.color = colour.Value; | |
| var view = UnityEditor.SceneView.currentDrawingSceneView; | |
| if (view==null) return; |
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| using UnityEngine; | |
| /* | |
| * Functions taken from Tween.js - Licensed under the MIT license | |
| * at https://github.com/sole/tween.js | |
| */ | |
| public class Easing | |
| { | |
| public static float Linear (float k) { |
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| ///Sync camera position between scene camera and the rendering camera | |
| //Add [ExecuteInEditorMode] to your monobehaviour and add the following OnRenderObject method as well. | |
| ///... | |
| [ExecuteInEditorMode] | |
| //... | |
| void OnRenderObject () { | |
| cam = Camera.current; |
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| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using System; | |
| public class QueuedTask : Singleton<QueuedTask> { | |
| const int MaxProcessCount = 2; |
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| using UnityEngine; | |
| using UnityEditor; | |
| using System.Reflection; | |
| using System; | |
| using UnityEditorInternal; | |
| [CustomEditor(typeof(MeshRenderer)), CanEditMultipleObjects] | |
| public class MeshRendererInspector : Editor | |
| { |
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