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Commit Graph

4692 Commits

Author SHA1 Message Date
smoogipoo
a800955bb1 Add mod validation utilities 2021-01-27 19:46:25 +09:00
smoogipoo
54dbb43f79 Fix more potential failures 2021-01-21 14:03:35 +09:00
smoogipoo
163a937e41 Fix mod test failing intermittently 2021-01-21 13:30:53 +09:00
Dan Balasescu
c3675293fa
Merge branch 'master' into beatmapset-refactor 2021-01-21 12:38:34 +09:00
Bartłomiej Dach
7abe33ad0e Add failing test case 2021-01-21 00:04:15 +01:00
smoogipoo
bba182a02d Fix test failure 2021-01-20 21:27:16 +09:00
Andrei Zavatski
2ca3ccad06 Move all the content to BeatmapSetHeaderContent drawable 2021-01-20 04:56:46 +03:00
Andrei Zavatski
f0add0a7cf Make BeatmapSetOverlay use OverlayHeader 2021-01-19 01:34:37 +03:00
Dean Herbert
fda271d9d9
Merge pull request #11520 from frenzibyte/fix-item-download-button
Fix playlist item download button never shown back after hiding
2021-01-18 23:37:33 +09:00
Dean Herbert
ced7a36788 Update namespaces 2021-01-18 21:24:10 +09:00
Bartłomiej Dach
2b23c8eabd Use alpha directly for checking visibility in test
`IsPresent` is no longer synonymous with being visible, after applying
the fix to the issue in question.
2021-01-17 18:08:58 +01:00
Salman Ahmed
585aa87c53 Fix playlist item download button never shown back after hiding 2021-01-17 19:17:14 +03:00
Dean Herbert
5fd644fc57 Unify variable names 2021-01-17 22:42:48 +09:00
Dean Herbert
addd463d26
Merge branch 'master' into explicit-search-control 2021-01-17 21:44:25 +09:00
Dean Herbert
edb6d3907b
Merge pull request #11472 from frenzibyte/explicit-beatmap-markers
Add explicit content markers to beatmap panels and overlay
2021-01-17 21:44:10 +09:00
Dean Herbert
b8c85ef017 Revert polling changes to fix participant list display
It turns out this polling was necessary to get extra data that isn't
included in the main listing request. It was removed deemed useless, and
in order to fix the order of rooms changing when selecting a room.
Weirdly, I can't reproduce this happening any more, and on close
inspection of the code can't see how it could happen in the first place.

For now, let's revert this change and iterate from there, if/when the
same issue arises again.

I've discussed avoiding this second poll by potentially including more
data (just `user_id`s?) in the main listing request, but not 100% sure
on this - even if the returned data is minimal it's an extra join
server-side, which could cause performance issues for large numbers of
rooms.
2021-01-15 15:19:12 +09:00
Dean Herbert
d023ad8ad1 Remove assert messages 2021-01-15 15:18:29 +09:00
Dean Herbert
51255033e2 Update some missed usages of KeyBindingContainer in tests 2021-01-15 14:57:01 +09:00
Roman Kapustin
0ea4e221b2 Merge branch 'master' into net5.0 2021-01-14 14:02:51 +03:00
Salman Ahmed
268f9d661f Dispose of local config on disposal 2021-01-13 13:00:14 +03:00
Salman Ahmed
a5f99ed8e6 Merge branch 'explicit-beatmap-markers' into explicit-search-control 2021-01-13 12:53:57 +03:00
Salman Ahmed
7fd55efc43 Add test cases for displaying explicit beatmaps 2021-01-13 12:27:15 +03:00
Salman Ahmed
80fa2cf693 Add test coverage 2021-01-12 11:14:05 +03:00
Bartłomiej Dach
d110ed9e95 Merge branch 'master' into fix-mod-buttons-not-copying-settings 2021-01-10 15:42:33 +01:00
Dean Herbert
95ad324a39
Merge branch 'master' into fix-mod-buttons-not-copying-settings 2021-01-10 23:01:54 +09:00
Bartłomiej Dach
8c3955d341 Improve safety of ongoing operation tracker
Finishing an operation started via
`OngoingOperationTracker.BeginOperation()` was risky in cases where the
operation ended at a callback on another thread (which, in the case of
multiplayer, is *most* cases). In particular, if any consumer registered
a callback that mutates transforms when the operation ends, it would
result in crashes after the framework-side safety checks.

Rework `OngoingOperationTracker` into an always-present component
residing in the drawable hierarchy, and ensure that the
`operationInProgress` bindable is always updated on the update thread.
This way consumers don't have to add local schedules in multiple places.
2021-01-09 22:45:24 +01:00
Dean Herbert
b69fe8a274
Merge branch 'master' into disable-repeat-multi-actions 2021-01-09 10:15:20 +09:00
Bartłomiej Dach
ff60d652ed Move out test ongoing operation tracker to higher level 2021-01-08 22:28:21 +01:00
Salman Ahmed
375ecf92ed Merge remote-tracking branch 'upstream/master' into fix-mod-buttons-not-copying-settings 2021-01-09 00:26:18 +03:00
Dean Herbert
05ba5d4c31
Merge pull request #11438 from bdach/difficulty-adjust-defaults
Fix difficulty adjust mod treating default values as user overrides
2021-01-09 01:18:34 +09:00
Bartłomiej Dach
924f91ed9b Fix song select test doing the completely wrong thing 2021-01-08 15:56:35 +01:00
Dean Herbert
2cfd1e8b47
Merge branch 'master' into fix-control-point-pollution 2021-01-08 00:02:45 +09:00
Bartłomiej Dach
25b4628672
Merge branch 'master' into fix-transform-mutation-from-background 2021-01-06 11:04:51 +01:00
Bartłomiej Dach
52687fc37c Merge branch 'master' into fix-transform-mutation-loading-layer 2021-01-05 23:10:51 +01:00
Dean Herbert
0639429a23 Fix test (and remove no longer valid test) 2021-01-05 18:10:39 +09:00
Dean Herbert
54982dcdd7 Refactor LoadingLayer to avoid applying effects to external drawables
In theory this seemed like a good idea (and an optimisation in some
cases, due to lower fill rate), but in practice this leads to weird edge
cases.

This aims to do away with the operations on external drawables by
applying a dim to the area behind the `LoadingLayer` when required.
I went over each usage and ensured they look as good or better than
previously.

The specific bad usage here was the restoration of the colour on dispose
(if the `LoadingLayer` was disposed in a still-visible state).

I'm aware that the `BeatmapListingOverlay` will now dim completely during
load. I think this is fine for the time being.
2021-01-05 17:31:45 +09:00
Dean Herbert
5904e426eb Remove unused variable 2021-01-05 16:00:25 +09:00
Dean Herbert
60fc60fa00
Merge pull request #11415 from frenzibyte/fix-ready-button-crash
Fix multiplayer ready button crashing when deleting selected beatmap set
2021-01-05 15:58:09 +09:00
Dean Herbert
b3f08b29ca Ensure that all changes to screen backgrounds are on the correct thread 2021-01-05 15:22:50 +09:00
Dean Herbert
385c9cd2e2 Add test coverage 2021-01-05 13:14:16 +09:00
Salman Ahmed
81355652fa Add simple test coverage 2021-01-05 06:00:15 +03:00
Dean Herbert
deb1ad7bca
Merge branch 'master' into disable-repeat-multi-actions 2021-01-04 23:38:29 +09:00
Dean Herbert
20d04d6933 Fix Storyboard's FirstEventTime not finding the true earliest event 2021-01-04 15:16:01 +09:00
Dean Herbert
cb7df0fe11 Add failing test for storyboard start time ordering 2021-01-04 15:15:23 +09:00
Salman Ahmed
ca5f2bcd4c Revert database-side changes 2021-01-04 08:50:30 +03:00
Salman Ahmed
df04dd21de Add failing test case 2021-01-04 07:45:29 +03:00
Bartłomiej Dach
924af58f5b Replace using static with explicit nested reference
This seems to be an inspectcode bug, as the code is correct and
compiles, but let's just work around it for now.
2021-01-02 12:25:59 +01:00
dependabot-preview[bot]
0fd2e368c1
Bump Microsoft.NET.Test.Sdk from 16.8.0 to 16.8.3
Bumps [Microsoft.NET.Test.Sdk](https://github.com/microsoft/vstest) from 16.8.0 to 16.8.3.
- [Release notes](https://github.com/microsoft/vstest/releases)
- [Commits](https://github.com/microsoft/vstest/compare/v16.8.0...v16.8.3)

Signed-off-by: dependabot-preview[bot] <support@dependabot.com>
2021-01-01 17:53:41 +00:00
Salman Ahmed
ee664ad571 Add test coverage 2021-01-01 03:47:18 +03:00
mcendu
17abe90c27 move SkinnableHealthDisplay
Similar components are in osu.Game.Screens.Play.HUD while this is not
2020-12-31 20:23:13 +08:00