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mirror of https://github.com/ppy/osu.git synced 2024-09-21 18:47:27 +08:00
Commit Graph

42863 Commits

Author SHA1 Message Date
Bartłomiej Dach
07f1994a13
Align beat snap control width with right toolbox 2024-06-17 11:47:37 +02:00
Bartłomiej Dach
f7910f774d
Remove redundant type spec 2024-06-17 10:54:52 +02:00
Bartłomiej Dach
03049d45bb
Remove stuff that looks bad after moving timeline toggle controls 2024-06-17 10:23:00 +02:00
Bartłomiej Dach
b42752c9f0
Move timeline toggle controls to "view" menu 2024-06-17 10:16:40 +02:00
Dean Herbert
15fbad0097
Merge pull request #28480 from bdach/storyboard-pass-fail-show
Implement toggling visibility of pass and fail storyboard layers
2024-06-16 11:08:00 +09:00
Dean Herbert
ff2d721029
Inline enabled setting 2024-06-15 17:34:04 +08:00
Shiumano
6c82f1de9b Set to enable or disable at load time 2024-06-14 21:43:17 +09:00
Bartłomiej Dach
67ca7e4135
Implement toggling visibility of pass and fail storyboard layers
Closes https://github.com/ppy/osu/issues/6842.

This is a rather barebones implementation, just to get this in place
somehow at least. The logic is simple - 50% health or above shows pass
layer, anything below shows fail layer.

This does not match stable logic all across the board because I have
no idea how to package that. Stable defines "passing" in like fifty
ways:

- in mania it's >80% HP
  (bb57924c15/osu!/GameModes/Play/Rulesets/Mania/RulesetMania.cs#L333-L336)
- in taiko it's >80% *accuracy*
  (bb57924c15/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L486-L492)
- there's also the part where "geki additions" will unconditionally set
  passing state
  (bb57924c15/osu!/GameModes/Play/Player.cs#L3561-L3564)
- and also the part where at the end of the map, the final passing state
  is determined by checking whether the user passed more sections than
  failed
  (bb57924c15/osu!/GameModes/Play/Player.cs#L3320)

The biggest issues of these are probably the first two, and they can
*probably* be fixed, but would require a new member on `Ruleset` and I'm
not sure how to make one look, so I'm not doing that at this time
pending collection of ideas on how to do that.
2024-06-14 13:59:02 +02:00
Joppe27
47f89b8969 Clamp X value to avoid excessive balance shift 2024-06-13 18:06:19 +02:00
Dan Balasescu
91f2cf8cc3
Use more descriptive HitObject names for debugger displays 2024-06-13 15:18:39 +09:00
Bartłomiej Dach
ae6dd9d053
Use extracted headings on daily challenge screen 2024-06-12 11:44:19 +02:00
Bartłomiej Dach
51c598627a
Move out section header component from editor
This sort of thing has been showing up on flyte designs more and more
so I want to start using it more over that rather ugly "overlined" text
that's there on multiplayer screens right now.
2024-06-12 11:43:40 +02:00
Bartłomiej Dach
2be6b29f21
Implement time remaining display for daily challenge screen 2024-06-12 11:43:24 +02:00
Bartłomiej Dach
6fb0cabf36
Add start date to Room 2024-06-12 11:43:18 +02:00
Dean Herbert
94b7148a9e
Merge pull request #28440 from bdach/daily-challenge/new-screen
Add minimal viable new screen for daily challenge feature
2024-06-12 17:49:02 +09:00
Bartłomiej Dach
5e002fbf9b
Fix user mod select button being inserted in incorrect place 2024-06-12 08:59:50 +02:00
Dean Herbert
90481223dd
Merge pull request #28445 from bdach/mania-key-count-change-force-reload
Attempt full editor reload on key count change
2024-06-12 14:42:59 +09:00
Dan Balasescu
39b219bacc
Merge pull request #28441 from bdach/fix-editor-stacking-not-applying-immediately
Fix stack leniency not applying immediately after change
2024-06-12 12:24:28 +09:00
Bartłomiej Dach
da53a11d3c
Attempt full editor reload on key count change 2024-06-11 11:31:49 +02:00
Bartłomiej Dach
3afe98612c
Add RestoreState() to IEditorChangeHandler 2024-06-11 11:31:30 +02:00
Bartłomiej Dach
10af642342
Split mania difficulty section implementation off completely from base
- "Circle size" / key count needs completely different handling.
- Approach rate does not exist in mania.
2024-06-11 11:30:20 +02:00
Dean Herbert
c640fbbaf0
Merge branch 'master' into daily-challenge/new-screen 2024-06-11 18:24:31 +09:00
ColdVolcano
4048a4bdfb fix accuracy counter separating whole and fraction parts with wireframes off 2024-06-11 02:20:14 -06:00
Bartłomiej Dach
25b2dfa601
Fix stack leniency not applying immediately after change 2024-06-10 14:34:22 +02:00
Bartłomiej Dach
073ddcebe4
Hide daily challenge from playlists listing 2024-06-10 13:12:21 +02:00
Bartłomiej Dach
e6da17d248
Add minimal viable variant of new daily challenge screen 2024-06-10 13:09:12 +02:00
Bartłomiej Dach
ffd788c65c
Use room mod select overlay rely on explicit binding rather than DI resolution 2024-06-10 12:45:51 +02:00
Bartłomiej Dach
dd6e9308b3
Extract user mod select button for reuse 2024-06-10 12:45:27 +02:00
Bartłomiej Dach
f135a9a923
Make SelectedItem externally mutable
Not being able to externally mutate this was making reuse in new daily
challenge screen unnecessarily arduous.
2024-06-10 12:44:38 +02:00
Bartłomiej Dach
d80f09e0c0
Adjust online play header to be reusable for new daily challenge screen 2024-06-10 12:43:58 +02:00
Bartłomiej Dach
19f39ca1b6
Extract OnlinePlayScreenWaveContainer from OnlinePlayScreen 2024-06-10 12:42:37 +02:00
Bartłomiej Dach
acf4dbb62c
Merge branch 'master' into mutually-exclusive-save-related-actions 2024-06-10 10:30:35 +02:00
Bartłomiej Dach
1d6b7e9c9b
Refactor further to address code quality complaints 2024-06-10 10:30:30 +02:00
Salman Ahmed
6201220994
Merge branch 'master' into footer-v2-become-global 2024-06-08 14:13:05 +03:00
Dean Herbert
daf85c320a
Merge pull request #22237 from mk56-spn/LeaderBoardScore_clean
New leaderboard score card design implementation
2024-06-08 20:06:17 +09:00
Dean Herbert
7fc6ad5340
Merge pull request #28184 from frenzibyte/footer-v2-transitions
Add basic animation to new footer and buttons
2024-06-08 19:43:23 +09:00
Salman Ahmed
5f8f6caedd Use OsuGame.SHEAR 2024-06-07 22:45:22 +03:00
Salman Ahmed
6f729be573 Merge branch 'master' into LeaderBoardScore_clean 2024-06-07 22:42:49 +03:00
Salman Ahmed
f59d94bba4 Move transitions inside ScreenFooterButton and re-use Content from base implementation instead
The point is to apply the transitions against a container that's inside of `ScreenFooterButton`, because the `ScreenFooterButton` drawable's position is being controlled by the flow container it's contained within, and we cannot apply the transitions on it directly.
2024-06-07 22:07:39 +03:00
Dean Herbert
9c6e707f00
Adjust transitions 2024-06-07 17:04:16 +08:00
Dean Herbert
366ef64a2c
Apply NRT to UpdateableRank 2024-06-07 16:54:12 +08:00
Bartłomiej Dach
72890bb9ac
Add stable-like animation legacy rank display
Just substituting the sprite felt pretty terrible.
2024-06-07 09:56:10 +02:00
Bartłomiej Dach
4cd1ccc4d4
Merge branch 'master' into add-rank-display 2024-06-07 09:33:03 +02:00
Bartłomiej Dach
e13e9abda9
Disallow running save-related operations concurrently
Closes https://github.com/ppy/osu/issues/25426.

Different approach to prior ones, this just disables the relevant
actions when something related to save/export is going on. Still ends up
being convoluted because many things you wouldn't expect to touch save
do touch save, so it's not just a concern between export and save
specifically.
2024-06-07 08:13:51 +02:00
Dean Herbert
7cbe93efc3
Refactor latest changes to avoid unnecessary call when mods not present 2024-06-07 10:37:27 +08:00
Xesquim
6e3bea938e Instancing a Ruleset only when it's necessary to 2024-06-06 13:26:52 -03:00
Dean Herbert
dd3f4bcdab
Fix code quality and null handling 2024-06-07 00:01:50 +08:00
Xesquim
860afb8123 Creating method in ModUtils to calculate the rate for the song 2024-06-06 10:06:07 -03:00
Xesquim
7dd18a84f6 Fixing the GetTotalDuration in PlaylistExtesions 2024-06-05 12:25:33 -03:00
Dean Herbert
212be6b9a7
Merge branch 'master' into grids-1 2024-06-05 15:20:04 +09:00