All packages, except for Tini have been added to termux-root. To install them, simply pkg install root-repo && pkg install docker. This will install the whole docker suite, left only Tini to be compiled manually.
- Noise: Unity editor has lots of temporary files that we don’t want git to track
- Broken object references: Unity keeps track of objects created by using random GUIDs, and if they aren’t tracked using .meta files then there can be conflicts that really break your project
- Unresolvable merge conflicts: files like scene files that are written in confusing languages (like YAML) that are supposed to be translations of Unity editor actions into code. Most likely, you cannot resolve using Git, and the only way to resolve merge conflicts is to open it in a text editor and resolve them manually while hoping you don't mess anything up because these files are confusing and not meant to be manipulated directly.
- Large files: Sometimes assets are large and take up a lot of storage space
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| from math import * | |
| # Cumulative standard normal distribution | |
| def cdf(x): | |
| return (1.0 + erf(x / sqrt(2.0))) / 2.0 | |
| # Intermediate calculation used by both the Bjerksund Stensland 1993 and 2002 approximations | |
| def phi(s, t, gamma, h, i, r, a, v): | |
| lambda1 = (-r + gamma * a + 0.5 * gamma * (gamma - 1) * v**2) * t | |
| dd = -(log(s / h) + (a + (gamma - 0.5) * v**2) * t) / (v * sqrt(t)) |
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| from math import * | |
| # Cumulative standard normal distribution | |
| def cdf(x): | |
| return (1.0 + erf(x / sqrt(2.0))) / 2.0 | |
| # Call Price based on Black Scholes Model | |
| # Parameters | |
| # underlying_price: Price of underlying asset | |
| # exercise_price: Exercise price of the option |
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| using UnityEngine; | |
| namespace NGTools | |
| { | |
| public enum MultiOp | |
| { | |
| None = -1, | |
| /// <summary>Checks if the field's value equals one of the requirements.</summary> | |
| Equals, | |
| /// <summary>Checks if the field's value differs from all the requirements.</summary> |
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| using System; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using Object = UnityEngine.Object; | |
| /// <summary> | |
| /// A strongly typed pool of objects. When the pool is empty, new instances will be created when requested | |
| /// </summary> | |
| /// <typeparam name="T">The type of elements in the pool</typeparam> | |
| public abstract class Pool<T> |
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| // | |
| // Copyright (c) 2009-2012 Krueger Systems, Inc. | |
| // | |
| // Permission is hereby granted, free of charge, to any person obtaining a copy | |
| // of this software and associated documentation files (the "Software"), to deal | |
| // in the Software without restriction, including without limitation the rights | |
| // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
| // copies of the Software, and to permit persons to whom the Software is | |
| // furnished to do so, subject to the following conditions: | |
| // |
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| using System; | |
| using System.Collections.Generic; | |
| public class JobScheduler | |
| { | |
| public delegate float TimeRetrieverFunc(); | |
| readonly int MaxPooledJobs = 10000; |
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| using UnityEngine; | |
| using System.Collections; | |
| using System.Linq; | |
| using System.Collections.Generic; | |
| // Adapted from https://unionassets.com/blog/spatial-hashing-295 AND | |
| // Adapted from https://conkerjo.wordpress.com/2009/06/13/spatial-hashing-implementation-for-fast-2d-collisions/ | |
| namespace SpatialHash { | |
| public interface ISpatialHashObject2D { |
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