Copie depuis Unity VCS vers GitHub
BIN
.plastic/plastic.changes
Normal file
4
.plastic/plastic.selector
Normal file
@@ -0,0 +1,4 @@
|
||||
repository "Interface Minimale 2025-10-26_23-16-10/Interface Minimale@1375855504218@cloud"
|
||||
path "/"
|
||||
br "/main"
|
||||
co "/main"
|
||||
BIN
.plastic/plastic.wktree
Normal file
2
.plastic/plastic.workspace
Normal file
@@ -0,0 +1,2 @@
|
||||
Interface Minimale 2025-10-26_23-16-10-Interface Minimale_2
|
||||
6144cda6-b7d6-4cc5-a619-8b5a38fc154b
|
||||
6
.vsconfig
Normal file
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"version": "1.0",
|
||||
"components": [
|
||||
"Microsoft.VisualStudio.Workload.ManagedGame"
|
||||
]
|
||||
}
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||||
8
Assets/Audio.meta
Normal file
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assetBundleVariant:
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BIN
Assets/Audio/Salut j'espère que tu vas vien.wav
Normal file
23
Assets/Audio/Salut j'espère que tu vas vien.wav.meta
Normal file
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||||
fileFormatVersion: 2
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guid: 3cad417272bfe7a4689c562342c0978e
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AudioImporter:
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externalObjects: {}
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serializedVersion: 8
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defaultSettings:
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serializedVersion: 2
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sampleRateSetting: 0
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sampleRateOverride: 44100
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compressionFormat: 1
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quality: 1
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conversionMode: 0
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preloadAudioData: 0
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platformSettingOverrides: {}
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forceToMono: 0
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normalize: 1
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loadInBackground: 0
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ambisonic: 0
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8
Assets/Editor.meta
Normal file
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fileFormatVersion: 2
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guid: e29c7d308ab4cbe4eaf43aa9c6549a52
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58
Assets/Editor/IPPreprocessing.cs
Normal file
@@ -0,0 +1,58 @@
|
||||
using System.IO;
|
||||
using System.Net.NetworkInformation;
|
||||
using System.Net.Sockets;
|
||||
using UnityEditor.Build;
|
||||
using UnityEditor.Build.Reporting;
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
|
||||
/*Ce script permet d'injecter l'adresse IP du PC au casque (ce qui permet à terme de se connecter au serveur du PC s'il est disponible depuis le casque.*/
|
||||
public class IPPreprocessing : IPreprocessBuildWithReport
|
||||
{
|
||||
public int callbackOrder => 0;
|
||||
|
||||
public void OnPreprocessBuild(BuildReport report)
|
||||
{
|
||||
string ip = GetLocalIPv4() ?? "127.0.0.1";
|
||||
string code = $@"
|
||||
public static class BuildConstants
|
||||
{{
|
||||
public const string LocalIP = ""{ip}"";
|
||||
}}";
|
||||
File.WriteAllText("Assets/Scripts/BuildConstants.cs", code);
|
||||
Debug.Log($"[BuildPreprocessor] Adresse IP injectée dans BuildConstants.cs : {ip}");
|
||||
}
|
||||
private string GetLocalIPv4()
|
||||
{
|
||||
// Parcourir toutes les interfaces réseau du système
|
||||
foreach (NetworkInterface ni in NetworkInterface.GetAllNetworkInterfaces())
|
||||
{
|
||||
// 1. Filtrer les interfaces non opérationnelles ou non physiques
|
||||
if (ni.OperationalStatus != OperationalStatus.Up ||
|
||||
(ni.NetworkInterfaceType != NetworkInterfaceType.Wireless80211 && // Wi-Fi
|
||||
ni.NetworkInterfaceType != NetworkInterfaceType.Ethernet)) // Ethernet
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// 2. Trouver l'information IP
|
||||
IPInterfaceProperties ipProps = ni.GetIPProperties();
|
||||
|
||||
// 3. Parcourir les adresses IP liées à cette interface
|
||||
foreach (UnicastIPAddressInformation ip in ipProps.UnicastAddresses)
|
||||
{
|
||||
// 4. Filtrer pour obtenir uniquement une IPv4 publique (non-boucle locale)
|
||||
if (ip.Address.AddressFamily == AddressFamily.InterNetwork &&
|
||||
!System.Net.IPAddress.IsLoopback(ip.Address))
|
||||
{
|
||||
// Optionnel mais recommandé : Assurez-vous qu'il y a une passerelle (Gateway)
|
||||
if (ipProps.GatewayAddresses.Any())
|
||||
{
|
||||
return ip.Address.ToString();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
2
Assets/Editor/IPPreprocessing.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: ed3ef2b26df5dbc4ba1ed3c7c35f21d5
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8
Assets/Images.meta
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8
Assets/Images/Shaders.meta
Normal file
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1240
Assets/Images/Shaders/TriangleMask.shadergraph
Normal file
10
Assets/Images/Shaders/TriangleMask.shadergraph.meta
Normal file
@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: ab249bb4f6c5bad41afde3165b0f98b9
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internalIDToNameTable: []
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
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117
Assets/Images/Shaders/UI_MasqueBulle.shader
Normal file
@@ -0,0 +1,117 @@
|
||||
Shader "Custom/UI_Masque"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
// Propriétés requises pour l'UI Unity
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
"ForceStereoDrawCall"="True"
|
||||
}
|
||||
|
||||
// C'est ici qu'on force l'écriture dans le Pochoir (Stencil)
|
||||
Stencil
|
||||
{
|
||||
Ref 1 // On écrit le chiffre 1
|
||||
Comp Always // Toujours (peu importe ce qu'il y avait avant)
|
||||
Pass Replace // On remplace la valeur existante par 1
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
// MAGIE : ColorMask 0 empêche le dessin des couleurs (Rend l'objet invisible)
|
||||
ColorMask 0
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
|
||||
struct appdata_t
|
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{
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||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 worldPosition : TEXCOORD1;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _Color;
|
||||
float4 _MainTex_ST;
|
||||
fixed4 _TextureSampleAdd;
|
||||
|
||||
v2f vert(appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
o.worldPosition = v.vertex;
|
||||
o.vertex = UnityObjectToClipPos(o.worldPosition);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||
o.color = v.color * _Color;
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
// On lit la texture (le sprite flou)
|
||||
half4 color = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color;
|
||||
|
||||
// Ancien code : Détecte le bord et lisse la coupure avec une largeur dynamique.
|
||||
// float alphaWidth = fwidth(color.a) * 0.5;
|
||||
|
||||
// NOUVEAU CODE : Rayon de flou plus grand pour le smoothstep.
|
||||
// Nous définissons une largeur de lissage fixe et légèrement plus grande (0.001)
|
||||
// pour garantir la présence du lissage.
|
||||
float alphaWidth = fwidth(color.a) * 3.0; // Multiplier fwidth par 1.5 ou 2.0
|
||||
if (alphaWidth < 0.001) alphaWidth = 0.001; // S'assurer qu'il y a toujours un minimum de flou
|
||||
|
||||
// Utilise smoothstep pour lisser la coupure alpha
|
||||
float smoothedAlpha = smoothstep(0.0, alphaWidth, color.a);
|
||||
|
||||
// Coupure finale pour le Stencil (on ne veut pas écrire dans le pochoir si c'est transparent)
|
||||
// On utilise la valeur lissée.
|
||||
clip (smoothedAlpha - 0.01);
|
||||
|
||||
return color; // ColorMask 0 empêche le dessin de la couleur
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
9
Assets/Images/Shaders/UI_MasqueBulle.shader.meta
Normal file
@@ -0,0 +1,9 @@
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||||
fileFormatVersion: 2
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guid: ca8928164d5f11042802759025fe69a7
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ShaderImporter:
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externalObjects: {}
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assetBundleName:
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||||
assetBundleVariant:
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94
Assets/Images/Shaders/UI_PeintureBulle.shader
Normal file
@@ -0,0 +1,94 @@
|
||||
Shader "Custom/UI_Peinture"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1) // Réglez votre Alpha (54/255) ici dans le matériau
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
"ForceStereoDrawCall"="True"
|
||||
}
|
||||
|
||||
// C'est ici qu'on vérifie le Pochoir
|
||||
Stencil
|
||||
{
|
||||
Ref 1 // On cherche le chiffre 1
|
||||
Comp Equal // On dessine SEULEMENT si la valeur est égale à 1
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
|
||||
struct appdata_t
|
||||
{
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float4 vertex : POSITION;
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||||
float4 color : COLOR;
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||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 worldPosition : TEXCOORD1;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
fixed4 _Color;
|
||||
|
||||
v2f vert(appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
|
||||
o.worldPosition = v.vertex;
|
||||
o.vertex = UnityObjectToClipPos(o.worldPosition);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.texcoord = v.texcoord;
|
||||
|
||||
o.color = _Color;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
// On renvoie la couleur passée par le vertex shader
|
||||
return i.color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
9
Assets/Images/Shaders/UI_PeintureBulle.shader.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
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assetBundleName:
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assetBundleVariant:
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8
Assets/Inference Engine.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
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8
Assets/Inference Engine/Speech Recognition.meta
Normal file
@@ -0,0 +1,8 @@
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8
Assets/Inference Engine/Speech Recognition/Data.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
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@@ -0,0 +1,23 @@
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AudioImporter:
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sampleRateSetting: 0
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sampleRateOverride: 44100
|
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compressionFormat: 1
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quality: 1
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||||
conversionMode: 0
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||||
preloadAudioData: 0
|
||||
platformSettingOverrides: {}
|
||||
forceToMono: 0
|
||||
normalize: 1
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||||
loadInBackground: 0
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||||
ambisonic: 0
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||||
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
50260
Assets/Inference Engine/Speech Recognition/Data/vocab.json
Normal file
@@ -0,0 +1,7 @@
|
||||
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8
Assets/Inference Engine/Speech Recognition/Models.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2b61dc858ece2b045bcf7c99102111fb
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||||
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@@ -0,0 +1,17 @@
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assetBundleVariant:
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|
||||
dynamicDimConfigs:
|
||||
- name: batch_size
|
||||
size: -1
|
||||
- name: decoder_sequence_length
|
||||
size: -1
|
||||
- name: encoder_sequence_length / 2
|
||||
size: -1
|
||||
@@ -0,0 +1,17 @@
|
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Assets/Inference Engine/Speech Recognition/Notes.txt
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Mal documenté par Unity, les tokens spéciaux sont référencés en ligne, sur la page Hugging Face de OpenAI pour Whisper tiny …
|
||||
|
||||
En voici certains, surtout pour les langues :
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"<|bn|>": 50302,
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"<|bo|>": 50347,
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"<|br|>": 50309,
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"<|bs|>": 50315,
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"<|en|>": 50259,
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"<|es|>": 50262,
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"<|et|>": 50307,
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"<|eu|>": 50310,
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"<|fa|>": 50300,
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"<|fi|>": 50277,
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"<|fo|>": 50338,
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"<|fr|>": 50265,
|
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"<|gl|>": 50319,
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"<|gu|>": 50333,
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"<|haw|>": 50352,
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"<|he|>": 50279,
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"<|hi|>": 50276,
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"<|hr|>": 50291,
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"<|ht|>": 50339,
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"<|it|>": 50274,
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"<|ja|>": 50266,
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"<|jw|>": 50356,
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"<|ka|>": 50329,
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|
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"<|lb|>": 50345,
|
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"<|ln|>": 50353,
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"<|lo|>": 50336,
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|
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"<|mg|>": 50349,
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"<|mk|>": 50308,
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"<|my|>": 50346,
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"<|ne|>": 50313,
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"<|pl|>": 50269,
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"<|th|>": 50289,
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"<|tk|>": 50341,
|
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"<|tl|>": 50348,
|
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"<|transcribe|>": 50359,
|
||||
"<|translate|>": 50358,
|
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"<|tr|>": 50268,
|
||||
"<|tt|>": 50351,
|
||||
"<|uk|>": 50280,
|
||||
"<|ur|>": 50290,
|
||||
"<|uz|>": 50337,
|
||||
"<|vi|>": 50278,
|
||||
"<|yi|>": 50335,
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"<|yo|>": 50325,
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"<|zh|>": 50260
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14
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Assets/Models/Garden - SMG/whitetaba.png
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After Width: | Height: | Size: 6.1 KiB |