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Update submodules, getting everything running again
1 parent f4bf1ba commit ad660a0

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Lines changed: 184 additions & 89 deletions

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.github/FUNDING.yml

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github: colorindarkness
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patreon: colorindarkness
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ko_fi: colorindarkness
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ko_fi: colorindarkness
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buy_me_a_cofee: colorindarkness
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liberapay: colorindarkness
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custom: "https://www.paypal.me/colorindarkness"

.github/workflows/main.yml

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- name: Cook, Stage & Package UE Project
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uses: OrchidIsle/UE5-Build-Project@latest
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with:
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RUNUAT_PATH: 'C:/Unreal Engine/UE5.3_Source/Engine/Build/BatchFiles/RunUAT.bat'
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UPROJECT_PATH: ${{ github.workspace }}/YourGameFolder/MyGame.uproject
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BUILD_CONFIG: Development
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PLATFORM: Win64
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CLEAN: true
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COOK: true
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STAGE: true
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PACKAGE: false
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PAK: false
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SERVER: false
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ARCHIVE: false
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ARCHIVE_PATH: 'C:/Archives/MyGame'
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NULLRHI: true
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EDITOR: true
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ENCRYPT_INI: true
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RELEASE: '1.0.0'
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PATCH: '0.9.0'
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MAPS: 'Map1,Map2'
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DELETE_PDB: true
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ANTICHEAT_ENABLED: true
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ANTICHEAT_PRIVATE_KEY: 'base64encodedprivatekey'
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ANTICHEAT_PUBLIC_CERT: 'base64encodedpubliccert'

.gitignore

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.vs/
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/.vs/
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# Ignore all files in the .idea folder
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.idea/
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# Except these files, which can be shared
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!.idea/workspace.xml
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!.idea/misc.xml
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!.idea/modules.xml
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!.idea/vcs.xml
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!.idea/libraries/
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# Ignore IDE-specific settings that should remain local
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.idea/dictionaries/
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.idea/inspectionProfiles/
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.idea/shelf/
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.idea/tasks/
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.idea/httpRequests/
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# Ignore logs and caches
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.idea/dataSources/
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.idea/dataSources.local/
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.idea/sqlDataSources.xml
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.idea/dataSources.ids
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.idea/caches/
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.idea/jsLibraryMappings.xml
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# Ignore project-specific files generated by plugins
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.idea/**/target/
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.idea/**/out/
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.idea/**/build/
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# Ignore custom settings for run/debug configurations
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.idea/runConfigurations/
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# MSTest test Results
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[Tt]est[Rr]esult*/
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[Bb]uild[Ll]og.*

.gitmodules

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[submodule "Plugins/TargetVectorContent"]
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path = Plugins/TargetVectorContent
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url = ../TargetVectorContent.git
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[submodule "Plugins/VaRest"]
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path = Plugins/VaRest
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url = ../../ufna/VaRest.git
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[submodule "Plugins/TargetVectorDebugNetStats"]
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path = Plugins/TargetVectorDebugNetStats
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url = ../TargetVectorDebugNetStats.git
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[submodule "Plugins/TargetVectorCode"]
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path = Plugins/TargetVectorCode
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url = ../TargetVectorCode.git
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[submodule "Plugins/TargetVectorSkeletalMeshMerger"]
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path = Plugins/TargetVectorSkeletalMeshMerger
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url = ../TargetVectorSkeletalMeshMerger.git
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[submodule "Plugins/TTToolbox"]
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path = Plugins/TTToolbox
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url = ../../tuatec/TTToolbox.git
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[submodule "Plugins/EOSIntegrationKit"]
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path = Plugins/EOSIntegrationKit
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url = ../EOSIntegrationKit.git
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[submodule "Plugins/OVRLipSync"]
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path = Plugins/OVRLipSync
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url = ../OculusLipsync.git

Config/DefaultEngine.ini

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[/Script/Engine.Engine]
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GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient
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LocalPlayerClassName=/Script/CommonGame.CommonLocalPlayer
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NearClipPlane=1.000000
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NearClipPlane=0.001000
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[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
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bEnablePlugin=True
@@ -231,7 +231,7 @@ ChaosSettings=(DefaultThreadingModel=TaskGraph,DedicatedThreadTickMode=VariableC
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-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
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-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
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-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
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-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Block)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
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-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
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-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
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-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
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+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")
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+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ")
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+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")
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+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Block)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
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+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="Visibility")),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
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+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
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+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
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+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
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+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
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+Profiles=(Name="WaterBodyCollision",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="",CustomResponses=((Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)")
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+Profiles=(Name="PhysicalAnimation",CollisionEnabled=PhysicsOnly,bCanModify=False,ObjectTypeName="",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Default Water Collision Profile (Created by Water Plugin)")
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+EditProfiles=(Name="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore)))
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-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
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Jenkinsfile

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pipeline {
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agent {
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node {
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label 'master'
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label 'stable'
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customWorkspace "D:\\DEV\\UE5_Source\\Projects\\TargetVector" //use backward slashes to avoid problems with how Windows uses directories!!
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}
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}//^all this is necessary to run the build in a special workspace.

LICENSE

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MIT License
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Copyright (c) 2023 Voidware Prohibited
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Copyright (c) 2025 Uriel Ballinas, VOIDWARE Prohibited
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This license is granted to everyone except for the following entities and
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any of their subsidiaries:
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- "Microsoft Corporation"
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- "Palantir Technologies"
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- "Amazon.com, Inc."
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- "Northeastern University"
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- "Ernst & Young"
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- "Thomson Reuters"
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- "Motorola Solutions"
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- "Deloitte Consulting LLP"
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- "John Hopkins University"
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- "Dell Inc"
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- "Xerox Corporation"
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- "Canon Inc"
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- "Vermont State Colleges"
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- "Charter Communications"/"Spectrum"/"Time Warner Cable"
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- "LinkedIn Corporation"
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- "United Parcel Service Co"
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- "Walmart Inc"
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- "Sears Holding Corporation"
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- "Apple Inc"
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- "Tyson Foods Inc"
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- "Target Corporation"
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- "The H&M group"
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- "Tesla, Inc"
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- "Alphabet Inc"
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- "Raytheon Company"
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- "Lockheed Martin Corperation"
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- "The Boeing Company"
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- "CloudFlare, Inc"
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The above listed entities and subsidiaries may purchase a standard MIT license if:
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- All business relations, coordination, collaboration and consultations with Uninted States Federal Agencies and/or Defense Contractors must be immeadiately and permenently severed.
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- A Press Release is issued announcing aforementioned severance(s).
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- A generous donation of at least One Million USD to any one or more of the following organizations: LULAC, ACLU, EFF, IWW.
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- An Annual Licence Fee of One Million USD to the author of this software (Uriel Ballinas)
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal

Plugins/ALS-Refactored

Submodule ALS-Refactored updated 62 files

Plugins/ALSXT

Submodule ALSXT updated 436 files

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