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Merge branch 'master' into taiko-strong-state-refactor
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commit
cd3bc15d29
@ -1,7 +1,7 @@
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<component name="ProjectRunConfigurationManager">
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<component name="ProjectRunConfigurationManager">
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<configuration default="false" name="osu! SDL" type="DotNetProject" factoryName=".NET Project" folderName="osu!" activateToolWindowBeforeRun="false">
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<configuration default="false" name="osu! (legacy osuTK)" type="DotNetProject" factoryName=".NET Project" folderName="osu!" activateToolWindowBeforeRun="false">
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<option name="EXE_PATH" value="$PROJECT_DIR$/osu.Desktop/bin/Debug/netcoreapp3.1/osu!.dll" />
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<option name="EXE_PATH" value="$PROJECT_DIR$/osu.Desktop/bin/Debug/netcoreapp3.1/osu!.dll" />
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<option name="PROGRAM_PARAMETERS" value="--sdl" />
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<option name="PROGRAM_PARAMETERS" value="--tk" />
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<option name="WORKING_DIRECTORY" value="$PROJECT_DIR$/osu.Desktop/bin/Debug/netcoreapp3.1" />
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<option name="WORKING_DIRECTORY" value="$PROJECT_DIR$/osu.Desktop/bin/Debug/netcoreapp3.1" />
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<option name="PASS_PARENT_ENVS" value="1" />
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<option name="PASS_PARENT_ENVS" value="1" />
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<option name="USE_EXTERNAL_CONSOLE" value="0" />
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<option name="USE_EXTERNAL_CONSOLE" value="0" />
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@ -92,8 +92,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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aimValue *= lengthBonus;
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aimValue *= lengthBonus;
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// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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aimValue *= Math.Pow(0.97, countMiss);
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if (countMiss > 0)
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aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), countMiss);
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// Combo scaling
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// Combo scaling
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if (Attributes.MaxCombo > 0)
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if (Attributes.MaxCombo > 0)
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@ -138,8 +139,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
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speedValue *= lengthBonus;
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speedValue *= lengthBonus;
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// Penalize misses exponentially. This mainly fixes tag4 maps and the likes until a per-hitobject solution is available
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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speedValue *= Math.Pow(0.97, countMiss);
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if (countMiss > 0)
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speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)countMiss / totalHits, 0.775), Math.Pow(countMiss, .875));
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// Combo scaling
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// Combo scaling
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if (Attributes.MaxCombo > 0)
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if (Attributes.MaxCombo > 0)
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