- Modify & run
dump-sequelize-schema.js
.- It currently uses a few
lodash
methods, so be sure to temporarily install them—or if you feel up to it you can rewrite the script so they're not needed. npm i lodash.sortby lodash.pick lodash.omit lodash.mapvalues
- It currently uses a few
- Inspect
sequelize-schema.json
and make sure it appears represent all of your tables, attributes, indexes, constraints, references, etc... - When you are satisfied, copy and rename
sequelize-schema.json
file into amigration-extras/
directory that is next to yourmigrations/
. Name itinitial-sequelize-schema.json
.migration-extras/
- ->
initial-sequelize-schema.json
- ->
migrations/
- (this folder should probably be empty)
- Run
sequelize migration:create
and then copy the contents of2018XXXXXXXXXX-initial-migration.js
into the newly generated migration script. No additional modifications are required if y
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// turns `first second "third fourth fifth"` into ["first", "second", "third fourth fifth"].length === 3 | |
const getParameters = message => Array.from((function*(string){ | |
console.log(string); | |
const encapsulator = ["\"", "'", "`"]; | |
const escape = "\\"; | |
for(let index = 0; index < string.length; index++){ | |
const start = index; | |
const part = string[index]; |
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using UnityEngine; | |
// Adds a backface to the mesh on Start() | |
// Source: http://answers.unity3d.com/answers/280931/view.html | |
public class BackfaceMesh : MonoBehaviour { | |
public void Start () { | |
var mesh = GetComponent<MeshFilter>().mesh; | |
var vertices = mesh.vertices; | |
var uv = mesh.uv; |
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using UnityEngine; | |
// Requires the MousePointer script if you plan on having the mouse be restored to its former position when released from being locked. | |
/// <summary>A Camera Controller that allows the user to pan/orbit and zoom around a target with their mouse.</summary> | |
[DisallowMultipleComponent, AddComponentMenu("Camera Controllers/Better Mouse Orbit")] | |
public class BetterMouseOrbit : MonoBehaviour { | |
#region Enumerations |
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/* | |
* @Scryptonite | |
* | |
* Just attach this component to any GameObject with a Collider. | |
* | |
* If you end up using my cursor set, the hotspot is pretty good at <23, 26>. | |
* | |
* You might want to update the Texture Type of whatever cursor you use to "Cursor". | |
* | |
* Don't forget to update the default cursor and hotspot under Edit/Project Settings/Player. |
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function encode(input, base, map){ | |
var num = input, arr = [], item; | |
if(typeof base != "number" && typeof base == "string" || Array.isArray(base)){ | |
map = base; | |
base = map.length; | |
} | |
if(typeof base != "number") throw "Base must be a number"; | |
if(typeof base < 2) throw "Base must be greater than 1"; | |
while(num){ | |
item = num % base; |
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local function clock() | |
return (math.floor(os.clock() * 1000)/1000) | |
end | |
local _start_time = os.time() | |
local _start_clock = clock() | |
local _last | |
function now() | |
-- Sanity check. See http://lua-users.org/wiki/SleepFunction |
Random number generator, based on http://michalbe.blogspot.com/2011/02/javascript-random-numbers-with-custom.html
- You can serialize the state of the
Randomizer
for later use. - Keeps track of how many times
.next
was called on the original seed. - Access to the
constant
,prime
,seed
, andmaximum
.
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