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67 Commits
2019.128.0
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2019.1215.
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15
README.md
@@ -1,14 +1,15 @@
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# osu-resources
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[osu! on the web](https://osu.ppy.sh) | [dev chat](https://discord.gg/ppy)
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# osu!resources
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Rhythm is just a *click* away. The future of osu! and the beginning of an open era!
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[](https://ci.appveyor.com/project/peppy/osu-resources) [](https://discord.gg/ppy)
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# Requirements
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Assets used by osu!.
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This is a dependency of [osu!](https://github.com/ppy/osu) and intended to be used as a submodule only.
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## Requirements
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# Licence
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This is a dependency of [osu!](https://github.com/ppy/osu) and intended to be used as a NuGet package only.
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The content of this repository is licensed under [CC-BY-NC 4.0](https://creativecommons.org/licenses/by-nc/4.0/legalcode). Please see [the licence file](LICENCE.md) for more information. [tl;dr](https://tldrlegal.com/license/creative-commons-attribution-noncommercial-4.0-international-(cc-by-nc-4.0)) you can use in a non-commercial manner.
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## Licence
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The majority of content in this repository is licensed under [CC-BY-NC 4.0](https://creativecommons.org/licenses/by-nc/4.0/legalcode). Please see [the licence file](LICENCE.md) for more information. [tl;dr](https://tldrlegal.com/license/creative-commons-attribution-noncommercial-4.0-international-(cc-by-nc-4.0)) you can use it in a non-commercial manner.
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Please note that this *does not cover* the usage of the "osu!" or "ppy" branding in any software, resources, advertising or promotion, as this is protected by trademark law. If you require clearance for the use of these terms, please [contact us](mailto:contact@ppy.sh).
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17
appveyor_deploy.yml
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clone_depth: 1
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version: '{build}'
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skip_non_tags: true
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image: Visual Studio 2017
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configuration: Release
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platform: Any CPU
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before_build:
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- ps: if($env:appveyor_repo_tag -eq 'True') { Update-AppveyorBuild -Version $env:appveyor_repo_tag_name }
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build_script:
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- cmd: dotnet pack osu.Game.Resources /p:Version=%APPVEYOR_BUILD_VERSION%
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artifacts:
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- path: osu.Game.Resources/bin/Any CPU/Release/**/*.nupkg
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deploy:
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- provider: Environment
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name: nuget
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- provider: Environment
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name: github
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BIN
osu.Game.Resources/Beatmaps/241526 Soleily - Renatus_virtual.osz
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osu.Game.Resources/Fonts/Venera-Medium.bin
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osu.Game.Resources/Fonts/Venera-Medium_0.png
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osu.Game.Resources/Samples/Gameplay/combobreak.mp3
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osu.Game.Resources/Samples/Gameplay/failsound.mp3
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osu.Game.Resources/Samples/Gameplay/nightcore-clap.wav
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osu.Game.Resources/Samples/Gameplay/nightcore-finish.wav
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osu.Game.Resources/Samples/Gameplay/nightcore-hat.wav
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osu.Game.Resources/Samples/Gameplay/nightcore-kick.wav
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osu.Game.Resources/Samples/Gameplay/normal-spinnerbonus.wav
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osu.Game.Resources/Samples/Gameplay/normal-spinnerspin.wav
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osu.Game.Resources/Samples/Gameplay/soft-spinnerbonus.wav
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osu.Game.Resources/Samples/Gameplay/soft-spinnerspin.wav
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#include "sh_Flashlight.h"
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vec4 getColourAt(vec2 diff, vec2 size, vec4 originalColour)
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// highp precision is necessary for vertex positions to prevent catastrophic failure on GL_ES platforms
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lowp vec4 getColourAt(highp vec2 diff, highp vec2 size, lowp vec4 originalColour)
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{
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float dist = length(diff);
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float flashlightRadius = length(size);
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highp float dist = length(diff);
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highp float flashlightRadius = length(size);
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return originalColour * vec4(1.0, 1.0, 1.0, smoothstep(flashlightRadius, flashlightRadius * smoothness, dist));
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}
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying highp vec2 v_Position;
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varying lowp vec4 v_Colour;
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varying vec2 v_Position;
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varying vec4 v_Colour;
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uniform highp vec2 flashlightPos;
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uniform highp vec2 flashlightSize;
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uniform vec2 flashlightPos;
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uniform vec2 flashlightSize;
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uniform lowp float flashlightDim;
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const float smoothness = 1.1;
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const mediump float smoothness = 1.1;
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vec4 getColourAt(vec2, vec2, vec4);
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lowp vec4 getColourAt(highp vec2, highp vec2, lowp vec4);
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void main(void)
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{
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gl_FragColor = getColourAt(flashlightPos - v_Position, flashlightSize, v_Colour);
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}
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gl_FragColor = mix(getColourAt(flashlightPos - v_Position, flashlightSize, v_Colour), vec4(0.0, 0.0, 0.0, 1.0), flashlightDim);
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}
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@@ -1,10 +1,10 @@
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#include "sh_Flashlight.h"
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vec4 getColourAt(vec2 diff, vec2 size, vec4 originalColour)
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lowp vec4 getColourAt(highp vec2 diff, highp vec2 size, lowp vec4 originalColour)
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{
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diff = abs(diff);
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float alpha = length(smoothstep(size, size * smoothness, diff));
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lowp float alpha = length(smoothstep(size, size * smoothness, diff));
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return originalColour * vec4(1.0, 1.0, 1.0, alpha);
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}
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}
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osu.Game.Resources/Skins/Legacy/approachcircle@2x.png
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After Width: | Height: | Size: 18 KiB |
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osu.Game.Resources/Skins/Legacy/combobreak.mp3
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osu.Game.Resources/Skins/Legacy/comboburst@2x.png
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osu.Game.Resources/Skins/Legacy/count.wav
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osu.Game.Resources/Skins/Legacy/cursor@2x.png
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osu.Game.Resources/Skins/Legacy/cursormiddle@2x.png
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osu.Game.Resources/Skins/Legacy/cursortrail@2x.png
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osu.Game.Resources/Skins/Legacy/default-0@2x.png
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osu.Game.Resources/Skins/Legacy/default-1@2x.png
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osu.Game.Resources/Skins/Legacy/default-2@2x.png
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osu.Game.Resources/Skins/Legacy/default-3@2x.png
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osu.Game.Resources/Skins/Legacy/default-4@2x.png
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osu.Game.Resources/Skins/Legacy/default-5@2x.png
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osu.Game.Resources/Skins/Legacy/default-6@2x.png
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osu.Game.Resources/Skins/Legacy/default-7@2x.png
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osu.Game.Resources/Skins/Legacy/default-8@2x.png
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osu.Game.Resources/Skins/Legacy/default-9@2x.png
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After Width: | Height: | Size: 7.9 KiB |
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osu.Game.Resources/Skins/Legacy/drum-hitclap.wav
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osu.Game.Resources/Skins/Legacy/drum-hitfinish.wav
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osu.Game.Resources/Skins/Legacy/drum-hitnormal.wav
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osu.Game.Resources/Skins/Legacy/drum-hitwhistle.wav
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osu.Game.Resources/Skins/Legacy/drum-sliderslide.wav
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osu.Game.Resources/Skins/Legacy/drum-slidertick.wav
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osu.Game.Resources/Skins/Legacy/drum-sliderwhistle.wav
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osu.Game.Resources/Skins/Legacy/failsound.mp3
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osu.Game.Resources/Skins/Legacy/followpoint@2x.png
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osu.Game.Resources/Skins/Legacy/hit0@2x.png
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osu.Game.Resources/Skins/Legacy/hit100@2x.png
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osu.Game.Resources/Skins/Legacy/hit100k@2x.png
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osu.Game.Resources/Skins/Legacy/hit300@2x.png
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osu.Game.Resources/Skins/Legacy/hit300g@2x.png
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