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  • Is there any tweak to bring back emblems in Nautilus?

    - by Achu
    I read the following dev email Removing 'Backgrounds and Emblems' and when i read this part: Note that this does not completely remove the ability for extensions (e.g. Dropbox) to add emblems programmatically by using the libnautilus-extension library, just the user-added emblems from the properties dialog/emblems sidebar. There is ability to bring emblems programmatically. So, How can i use libnautilus-extension library to add some emblems like Dropbox does? Or is there any tweak tool for this?

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  • Procedural Mesh: UV mapping

    - by Esa
    I made a procedural mesh and now I want to apply a texture to it. The problem is, I cannot get it to stick the way I want it to. The idea is to have the texture painted only once over the whole mesh, so that there is no repeating. How should I map the UV to make that happen? My mesh is a simple plane consisting of 56 triangles. I'd add pictures to clear things up but I cannot since my reputation is below 10 points. Any help is appreciated. EDIT(Kind people gave me up votes, thank you): Meet my mesh: And when textured(tried to repeat the texture): And my texture:

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  • "has no motion" warnings

    - by Adam R. Grey
    When I reimport my project's Library, I get lots of warnings such as State combat.Ghoul Attack has no motion but I have no idea why. In this specific case, I looked up Ghoul Attack. Here's the state in which it appears, in the only animator controller that includes anything called Ghoul Attack: State: m_ObjectHideFlags: 3 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Ghoul Attack m_Speed: 1 m_CycleOffset: 0 m_Motions: - {fileID: 7400000, guid: 0db269712a91fd641b6dd5e0e4c6d507, type: 3} - {fileID: 0} m_ParentStateMachine: {fileID: 110708233} m_Position: {x: 492, y: 132, z: 0} m_IKOnFeet: 1 m_Mirror: 0 m_Tag: I thought perhaps that second one - {fileID: 0} was throwing up the warning incorrectly, so I removed it. There was no effect, I still get warnings about Ghoul Attack. So given that the only state I know of with that name does in fact have motion, what is this warning actually trying to tell me?

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  • Can not login after removing broken packages

    - by devin
    I just updated my ubuntu to the latest version. After updating, everytime I try to remove or add anything, I get this error: errors were encountered while processing: E: Sub-process /usr/bin/dpkg returned an error code (1) Package manager notified me that all my gnome packages were broken and I couldn't make any updates until I deleted the gnome packages. So, I deleted all the gnome packages. Now I can not login anymore, after entering my password, it flashes right back to the login screen.

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  • Using Lerp to create a hovering effect for a GameObject

    - by OhMrBigshot
    I want to have a GameObject that has a "hovering" effect when the mouse is over it. What I'm having trouble with is actually having a color that gradually goes from one color to the next. I'm assuming Color.Lerp() is the best function for that, but I can't seem to get it working properly. Here's my CubeBehavior.cs's Update() function: private bool ReachedTop = false; private float t = 0f; private float final_t; private bool MouseOver = false; // Update is called once per frame void Update () { if (MouseOver) { t = Time.time % 1f; // using Time.time to get a value between 0 and 1 if (t >= 1f || t <= 0f) // If it reaches either 0 or 1... ReachedTop = ReachedTop ? false : true; if (ReachedTop) final_t = 1f - t; // Make it count backwards else final_t = t; print (final_t); // for debugging purposes renderer.material.color = Color.Lerp(Color.red, Color.green, final_t); } } void OnMouseEnter() { MouseOver = true; } void OnMouseExit() { renderer.material.color = Color.white; MouseOver = false; } Now, I've tried several approaches to making it reach 1 then count backwards till 0 including a multiplier that alternates between 1 and -1, but I just can't seem to get that effect. The value goes to 1 then resets at 0. Any ideas on how to do this?

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  • Moving player in direciton camera is facing

    - by Samurai Fox
    I have a 3rd person camera which can rotate around the player. My problem is that wherever camera is facing, players forward is always the same direction. For example when camera is facing the right side of the player, when I press button to move forward, I want player to turn to the left and make that the "new forward". My camera script so far: using UnityEngine; using System.Collections; public class PlayerScript : MonoBehaviour { public float RotateSpeed = 150, MoveSpeed = 50; float DeltaTime; void Update() { DeltaTime = Time.deltaTime; transform.Rotate(0, Input.GetAxis("LeftX") * RotateSpeed * DeltaTime, 0); transform.Translate(0, 0, -Input.GetAxis("LeftY") * MoveSpeed * DeltaTime); } } public class CameraScript : MonoBehaviour { public GameObject Target; public float RotateSpeed = 170, FollowDistance = 20, FollowHeight = 10; float RotateSpeedPerTime, DesiredRotationAngle, DesiredHeight, CurrentRotationAngle, CurrentHeight, Yaw, Pitch; Quaternion CurrentRotation; void LateUpdate() { RotateSpeedPerTime = RotateSpeed * Time.deltaTime; DesiredRotationAngle = Target.transform.eulerAngles.y; DesiredHeight = Target.transform.position.y + FollowHeight; CurrentRotationAngle = transform.eulerAngles.y; CurrentHeight = transform.position.y; CurrentRotationAngle = Mathf.LerpAngle(CurrentRotationAngle, DesiredRotationAngle, 0); CurrentHeight = Mathf.Lerp(CurrentHeight, DesiredHeight, 0); CurrentRotation = Quaternion.Euler(0, CurrentRotationAngle, 0); transform.position = Target.transform.position; transform.position -= CurrentRotation * Vector3.forward * FollowDistance; transform.position = new Vector3(transform.position.x, CurrentHeight, transform.position.z); Yaw = Input.GetAxis("Right Horizontal") * RotateSpeedPerTime; Pitch = Input.GetAxis("Right Vertical") * RotateSpeedPerTime; transform.Translate(new Vector3(Yaw, -Pitch, 0)); transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z); transform.LookAt(Target.transform); } }

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  • Windows no longer display with proprietary ATI Catalyst drivers

    - by Insomniac
    I recently started having an issue that opening any application would would show nothing on screen. At the time I noticed it I assumed it was an incompatibility between the new 14 update so reinstalled the old 13.10 iso I used originally. I have now tried a range of ATI drivers including the latest and the exact file I installed the first time with the same results. I can only assume then that it is one of the updates applied at some point, but have no idea which one or how I would go about rolling these back or getting earlier versions of packages. Is anyone else getting this issue? The system has 2 ati 6850s installed, not in crossfire. The open source drivers work fine but I need the ATI ones for cgminer to work.

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  • Hide individual regions on a territory map

    - by Paul
    I have a map of adjacent irregularly-shaped territories. It happens to be a county map, but that's not important. In the game, the player only sees a few to start, and as he progresses to new territories, the ones adjacent to it are revealed. It's a territory-scale fog-of-war. I'm using Unity3D, and my inclination is to make a set of planes, each of which has an image of a single territory on it, and then arrange them manually like a jigsaw puzzle. It then is fairly easy to respond to a click on each region and also to mark the planes as visible or invisible, or even do clever things like fade or zoom on individual regions. This sounds like an arduous task, and if we need to change the visual design of the territories, we'd have to cut up the main map all over again into each of the individual pieces. Does anyone have a more elegant solution to this problem?

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  • Help error in terminal

    - by devin
    Hi I just updated my ubuntu to the latest and on package manager it told me all my gnome packages were broken and i couldn't make any updates until i deleted the gnomes. i had no idea that would screw me. anyways i logged out now i cant login anymore. it flashes right back to the login screen. and it looks very downgraded. anywho, i have no idea how to fix it, ive been looking online for a while. and everytime i try to remove or add anything, upgrade. i get this error.errors were encountered while processing: E: Sub-process /usr/bin/dpkg returned an error code (1) so confused

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  • Pixel Collision - Detecting corners

    - by Milkboat
    How would I go about detecting the corners of a texture when I use pixel collision detection? I read about corner collision with rectangles, but I am unsure how to adapt it to my situation. Right now my map is tile based and I do rectangular collision until the player is intersecting with a blocked tile, then I switch to pixel collision. The effect I would like to achieve is when the player hits the corner of an object to push him around the side so he doesn't just hit the edge and stop. Any ideas?

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  • File / Application association using a custom command is gone?

    - by Christian Vielma
    In previous Ubuntus when you want to select/change an application to open a specific file (right-click/open with other application or properties) you were able to write a custom command to open the file. This was very useful, but now in 11.10 I can't find this option, it only shows me a list of applications and a button to look for applications in Internet. Is there a way to restore the command line to write custom commands to open files?

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  • How to Make Objects Fall Faster in a Physics Simulation

    - by David Dimalanta
    I used the collision physics (i.e. Box2d, Physics Body Editor) and implemented onto the java code. I'm trying to make the fall speed higher according to the examples: It falls slower if light object (i.e. feather). It falls faster depending on the object (i.e. pebble, rock, car). I decided to double its falling speed for more excitement. I tried adding the mass but the speed of falling is constant instead of gaining more speed. check my code that something I put under input processor's touchUp() return method under same roof of the class that implements InputProcessor and Screen: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } And take note, at show() method , the view size from the camera is at 720x1280: camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 1280; camera_1.viewportWidth = 720; camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); I know it's a good idea to add weight to make the falling object falls faster once I released the finger from the touchUp() after I picked the object from the upper right of the screen but the speed remains either constant or slow. How can I solve this? Can you help?

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  • Unable to install osspd

    - by crom
    I try to install osspd, but I get the message that I need the library lib6c = 2.17 I tried to install it by: apt-get install osspd http://sourceforge.net/projects/osspd/ http://www.ubuntuupdates.org/package/core/raring/universe/base/osspd apt-cache policy osspd N: Unable to locate package osspd version: cat /proc/version Linux version 3.5.0-34-generic (buildd@roseapple) (gcc version 4.6.3 (Ubuntu/Linaro 4.6.3-1ubuntu5) ) #55~precise1-Ubuntu SMP Fri Jun 7 16:25:50 UTC 2013 All with the same result. not easy to backport to 12.10 LTS??!!

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  • How to control a spaceship near a planet in Unity3D?

    - by tyjkenn
    Right now I have spaceship orbiting a small planet. I'm trying to make an effective control system for that spaceship, but it always end up spinning out of control. After spinning the ship to change direction, the thrusters thrust the wrong way. Normal airplane controls don't work, since the ship is able to leave the atmosphere and go to other planets, in the journey going "upside-down". Could someone please enlighten me on how to get thrusters to work the way they are supposed to?

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  • Why do camera's aspect ratio look good on computer but not on Android devices?

    - by Pooya Fayyaz
    I'm developing a game for Android devices and I have a script that solves the aspect-ratio problem for computer screens but not for my intended target platform. It looks perfect on computer, even when re-sizing the game screen, but not when running my game in landscape mode on mobile phones. This is my script using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } I figured that my problem occurs in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } Its look like this on my mobile phone (portrait): and on landscape mode:

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  • Smooth vector based jump

    - by Esa
    I started working on Wolfire's mathematics tutorials. I got the jumping working well using a step by step system, where you press a button and the cube moves to the next point on the jumping curve. Then I tried making the jumping happen during a set time period e.g the jump starts and lands within 1.5 seconds. I tried the same system I used for the step by step implementation, but it happens instantly. After some googling I found that Time.deltatime should be used, but I could not figure how. Below is my current jumping code, which makes the jump happen instantly. while (transform.position.y > 0) { modifiedJumperVelocity -= jumperDrag; transform.position += new Vector3(modifiedJumperVelocity.x, modifiedJumperVelocity.y, 0); } Where modifiedJumperVelocity is starting vector minus the jumper drag. JumperDrag is the value that is substracted from the modifiedJumperVelocity during each step of the jump. Below is an image of the jumping curve:

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  • Creating a curved mesh on inside of sphere based on texture image coordinates

    - by user5025
    In Blender, I have created a sphere with a panoramic texture on the inside. I have also manually created a plane mesh (curved to match the size of the sphere) that sits on the inside wall where I can draw a different texture. This is great, but I really want to reduce the manual labor, and do some of this work in a script -- like having a variable for the panoramic image, and coordinates of the area in the photograph that I want to replace with a new mesh. The hardest part of doing this is going to be creating a curved mesh in code that can sit on the inside wall of a sphere. Can anyone point me in the right direction?

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  • Half-maximized windows misplaced after switching display

    - by Arild
    I have a laptop which I often plug into a larger screen with another display resolution. Thus I'm frequently changing the screen for the system to use. Also I've recently discovered the advantages of half-maximizing windows when working alternatingly in two or more applications. When changing screens, however the windows basically retain their absolute sizes and positions. So in my case the windows typically have their bottoms outside display, don't fill up half the display, etc. I have to half-maximize the windows again every time I switch screens. I'm thinking this should be subject of a bug report but I find it difficult to know where to file them. Any ideas on what package is responsible?

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  • Texturize a shape of multiple triangles in 2D

    - by Deukalion
    This is an example of a shape consisting of multiple points, triangles and eventually a shape: Red Dots = Vector3 (X, Y, Z) or Vector2 (X, Y) If I have a Texture of a certain size, how do I texturize this area in the best way so that the texture inside the shape matches the shape and does not overlap anywhere? Perhaps also with a chance to scale the texture in case it's too small or to big for the shape, but still so that it gets rendered correctly. Do I treat the shape as a rectangle? Figure out it's 4 corners? Or do I calculate the distance between Center - (Texture Width / 2) and Point (to see how "many" times the texture can fit between on that axis to estimate at what Coordinates the Texture should be at that certain point? I've looked at Texture Mapping but haven't found any concrete examples that it explains it well, it's also confusing with 0.0-1.0 values for Texture Coordinates.

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  • Why will network manager not allow me save my VPN settings?

    - by Solignis
    I am trying to configure am OpenVPN client on my laptop. I am running Ubuntu 11.10 64-bit. When I open network manager and import the VPN settings from the premade config folder everything takes. The problem is when I try to save the settings, the save button at the bottom of the network manager applet is greyed out. Further more when I hover over the button it says Authenticate to save this connection for all users of this machine. The problem is I did not check the box Available to all users it was already checked and it is also greyed out and won't let me manipulate it. What is going on? Is this a bug or is there something I am missing? Any help would be wonderful.

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  • menubar visible pipelight on secondray screen

    - by Adrien
    First of all, here is my setup : Ubuntu 13.04 on a laptop, main display is the laptop screen, secondary display is my tv Chrome Pipelight (microsoft silverlight running through wine) a silverlight application in the secondary display(netflix) The problem is that, when i put netflix in fullscreen mode, the menubar remains visible on top of the secondary screen. Apparently the aplication that has focus is Microsoft Silverlight. What can I do to solve this?

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  • Installation problem ubuntu 12.04 with hp Pavilion dv4 3006tx laptop

    - by akeeb
    I am trying to install ubuntu 12.04 in my laptop containing model is HP Pavilion dv4 3006 tx , it has 1GB Graphics card( Video Graphics AMD Radeon HD 6750M (1 GB DDR5) ). Installation process is taken by my laptop but there are problem when rebooting it . When i want to open ubuntu as my operating system it does't open , my laptop Display turn off . more info about my pc configuration pls visit: http://h20000.www2.hp.com/bizsupport/TechSupport/Document.jsp?lang=en&cc=us&objectID=c02780984&jumpid=reg_R1002_USEN#A1 Collapse this comment

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  • Why can I only put some items in the launcher?

    - by HaskellElephant
    Whenever I search for an item using dash it knows the default way of opening it. However if I drag a file into the launcher it can't be added, even if it is executable. For example if you would like minecraft to show up you will have to add a custom launcher, or if you use dash to find a pdf file, you can double click it and it opens evince however you cannot drag it into the launcher. The animation surrounding this behavior suggests that this was done by design. Why is this useful or necessary? Is it a bug?

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  • Ubuntu 14.04 Notification incorrectly displayed

    - by xenolyse
    I have a problem with my notifications on Ubuntu 14.04 x64. The notifications are just plain text with a colored background, and are also strangely placed in the top left corner. I have no idea on how it changed. After one reboot it was just there.. Here is a picture of the problem in question.: As you can see the notification appear over the unified menu. How can I restore the original state of the notification bubble? Here are the settings in ~/.notify-osd slot-allocation = fixed bubble-expire-timeout = 10sec bubble-vertical-gap = 5px bubble-horizontal-gap = 5px bubble-corner-radius = 37,5% bubble-icon-size = 30px bubble-gauge-size = 6px bubble-width = 240px bubble-background-color = 131313 bubble-background-opacity = 90% text-margin-size = 10px text-title-size = 100% text-title-weight = bold text-title-color = ffffff text-title-opacity = 100% text-body-size = 90% text-body-weight = normal text-body-color = eaeaea text-body-opacity = 100% text-shadow-opacity = 100% If I check the org.freedesktop.Notifications.service(/usr/share/dbus-1/servies) it appears to use the correct one. [D-BUS Service] Name=org.freedesktop.Notifications Exec=/usr/lib/x86_64-linux-gnu/notify-osd

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  • Zelda-style Top-down RPG. Storing data for each tile type

    - by Delerat
    I'm creating a Zelda-style RPG using Tiled, C#, and MonoGame. When my code parses the .tmx file, it will get a number to associate with each tile type based off of their position in the tile sheet. If I ever need to change my sprite sheet, this number will change for many of the tiles. How can I guarantee that when I parse my .tmx file, I will be able to know exactly what tile type I'm getting so that I can associate the proper data with it(transparency, animated, collision, etc.)?

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