- Run
Split-Songs.ps1
. It will move all of your songs into a directory calledSongsBatch
, with each batch having its own folder. - Once the initial move completes, a function called
Move-OsuBatch
will be defined globally. You can call this repeatedly to:- Delete all files in the Songs directory
- Move all songs from the first batch to the Songs directory
- Launch osu!lazer and import your songs from stable
- Repeat steps 2 and 3 until finished
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{"id":"0273b0ad-4b92-4f68-92c4-cb1794937ed4","campaign":"","group":"Wow Cool Robots","sort_index":0,"cloudID":"8197faa54c01e2efac61f2a271766470","cloudOwnerID":"e2451b4d-2adb-4262-acce-d62759181896","lastCloudUpdate":"Tue Nov 17 2020 08:07:53 GMT-0500 (Eastern Standard Time)","level":2,"callsign":"Titania","name":"Olivia Hargreaves","player_name":"Ribbanya","status":"ACTIVE","mounted":true,"text_appearance":"","notes":"","history":"","portrait":"","cloud_portrait":"","quirk":"","current_hp":10,"reserves":[],"orgs":[],"background":"Soldier","mechSkills":[4,0,0,0],"licenses":[{"id":"mf_white_witch","rank":2}],"skills":[{"id":"sk_read_a_situation","rank":1},{"id":"sk_get_somewhere_quickly","rank":1},{"id":"sk_take_control","rank":2},{"id":"sk_take_someone_out","rank":1},{"id":"sk_show_off","rank":1}],"talents":[{"id":"t_duelist","rank":2},{"id":"t_exemplar","rank":2},{"id":"t_leader","rank":1}],"core_bonuses":[],"loadout":{"id":"f021c1e7-d1d5-487e-9e65-d65a81857d28","name":"Primary","armor":[{"id":"pg_heavy_hard |
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SendMode Input | |
SetWorkingDir, %A_ScriptDir% | |
#SingleInstance, Force | |
#IfWinActive, ahk_exe osu!.exe | |
Thread, interrupt, 0 ; ensure no delay on keypresses | |
global prev := 0, zDown := false, xDown := false | |
CheckAlternate(cur) |
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | |
<PropertyGroup> | |
<Configuration>Jenny</Configuration> | |
<Platform>Any CPU</Platform> | |
<OutputPath>.\bin\Jenny</OutputPath> | |
</PropertyGroup> | |
<Import Project="$(MSBuildToolsPath)\Microsoft.Csharp.targets"/> | |
<ItemGroup> | |
<Reference Include="Entitas"> | |
<HintPath>.\Jenny\Plugins\Entitas.Roslyn\Entitas.dll</HintPath> |
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | |
<PropertyGroup> | |
<Configuration>Jenny</Configuration> | |
<Platform>AnyCPU</Platform> | |
<OutputPath>.\Output\Jenny</OutputPath> | |
</PropertyGroup> | |
<Import Project="$(MSBuildToolsPath)\Microsoft.Csharp.targets"/> | |
<ItemGroup> | |
<Reference Include="Entitas"> | |
<HintPath>.\Dependencies\Entitas\Entitas.dll</HintPath> |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Reflection; | |
using DesperateDevs.Utils; | |
using Entitas; | |
namespace TeamSalvato.Slashball.Common { | |
public static class EntitasHelper { | |
public static void BindComponent(this IEntity @this, int index, object value, bool replace) { |
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using Entitas.CodeGeneration.Attributes; | |
public static class EntityHelper { | |
public static T CreateEntityWithId<T>(this Context<T> @this) where T : class, IIdEntity, IEntity { | |
var entity = @this.CreateEntity(); | |
entity.AddId(entity.creationIndex); | |
return entity; | |
} | |
} |
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Jenny.SearchPaths = Assets\Libraries\DesperateDevs\Editor\Plugins, \ | |
Assets\Libraries\Entitas\Editor\Plugins, \ | |
Jenny\Plugins\Entitas.Roslyn | |
Jenny.Plugins = DesperateDevs.CodeGeneration.Plugins, \ | |
DesperateDevs.CodeGeneration.Unity.Plugins, \ | |
Entitas.CodeGeneration.Plugins, \ | |
Entitas.Roslyn.CodeGeneration.Plugins, \ | |
Entitas.VisualDebugging.CodeGeneration.Plugins |
Version 4.20 of Unreal Engine does not generate includes for *.generated.h
files. To fix this, you must modify your c_cpp_properties.json
.
- Create an environment variables called
UNREAL_ENGINE
pointing to the Unreal Engine folder (UE_4.20
for example) with no trailing backslash. - Replace your
c_cpp_propeties.json
with the one below.
Visual Studio Code seems to not understand Include-What-You-Use style headers. To fix this, replace #include "CoreMinimal.h"
and any other Unreal system includes with #include "Engine.h"
. This should fix Intellisense errors, at the cost of some initial compile time.
Version 4.20.0 through 4.20.2 does not include the directories for *.generated.h
files, and you must include them manually.
To do so, follow these steps.
- Create an environment variable called
UNREAL_ENGINE
containing the path to the root directory of Unreal Engine's files, without a trailing backslash, for exampleC:\Program Files\Epic Games\Unreal Engine\UE_4.20
.
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