smoogipoo
10a4a5decb
Merge branch 'master' into multiplayer-spectator-screen
2021-05-11 17:33:09 +09:00
smoogipoo
0f00ee8640
Change failure text
...
Although this is not visible anywhere.
2021-05-11 11:35:08 +09:00
smoogipoo
8c9390dc75
Remove replay condition
2021-05-11 11:33:21 +09:00
smoogipoo
6db9e26d48
Fix score submission failures with autoplay
2021-05-11 11:28:09 +09:00
smoogipoo
32f7691349
Fix token failure preventing base.LoadAsyncComplete()
2021-05-11 11:24:35 +09:00
smoogipoo
fa872858b5
Remove unnecessary check
2021-05-10 16:40:06 +09:00
Dean Herbert
97e72849af
Fix regressed HitErrorDisplay
behaviour (and localise binding to meter implementations)
2021-05-10 15:24:13 +09:00
Dan Balasescu
78952c07b0
Merge branch 'master' into remove-hud-overlay-unused-pieces
2021-05-10 14:39:32 +09:00
smoogipoo
35a7226cd8
Add newline
2021-05-10 13:41:04 +09:00
Dean Herbert
3c3500d070
Merge branch 'skin-components-bind-outwards-health' into remove-hud-overlay-unused-pieces
2021-05-10 12:23:18 +09:00
Dean Herbert
1bbbe80420
Fix missing instances of HealthProcessor
caching
2021-05-10 12:22:24 +09:00
Dean Herbert
b274fdf20d
Merge branch 'master' into skin-components-bind-outwards-health
2021-05-10 11:13:44 +09:00
Dean Herbert
2bcf1ed306
Merge pull request #12715 from Cublibre/fix-early-exit-crash
...
Fix InvalidOperationException when exiting a map at the end
2021-05-09 23:21:19 +09:00
Bartłomiej Dach
67cea6e762
Remove explicit binding to accuracy counter from overlay
2021-05-08 21:38:06 +02:00
Bartłomiej Dach
0bc6a026eb
Merge branch 'master' into skin-components-bind-outwards-accuracy
2021-05-08 21:08:53 +02:00
Christine Chen
25312b3e88
Don't restart completion delegate on exit, revert exit behavior to lazer
2021-05-08 11:47:44 -04:00
Christine Chen
8c564a69ed
Fix InvalidOperationException when exiting a map at the end
2021-05-07 21:11:03 -04:00
Dean Herbert
a1aeac5677
Remove remaining cruft from SkinnableAccuracyCounter
2021-05-07 18:12:18 +09:00
Dean Herbert
68de870986
Merge branch 'skin-components-bind-outwards-health' into remove-hud-overlay-unused-pieces
2021-05-07 18:11:14 +09:00
Dean Herbert
9fe6e1096a
Remove cruft from SkinnableHealthDisplay
2021-05-07 18:11:08 +09:00
Dean Herbert
1cb10c2a22
Remove unnecessary binding logic from HUDOverlay
2021-05-07 17:51:46 +09:00
Dean Herbert
a7acecc52b
Merge branch 'skin-components-bind-outwards-health' into remove-hud-overlay-unused-pieces
2021-05-07 17:51:41 +09:00
Dean Herbert
04d35826a3
Merge branch 'skin-components-bind-outwards-accuracy' into remove-hud-overlay-unused-pieces
2021-05-07 17:25:39 +09:00
Dean Herbert
755588258e
Update HealthDisplay
components to use DI to attach data source
2021-05-07 17:22:45 +09:00
Dean Herbert
01eff7f316
Merge branch 'skin-components-bind-outwards' into skin-components-bind-outwards-score-display
2021-05-07 16:30:08 +09:00
Dean Herbert
93f10330e3
Merge branch 'skin-components-bind-outwards' into skin-components-bind-outwards-accuracy
2021-05-07 16:29:10 +09:00
Dean Herbert
ad398165a2
Update AccuracyCounter
components to use DI to attach data source
2021-05-07 16:27:25 +09:00
Dean Herbert
17b93361d5
Merge branch 'master' into skin-components-bind-outwards
2021-05-07 16:20:24 +09:00
Dean Herbert
a2e4fb5b6b
Update ScoreCounter
components to bind outwards
2021-05-07 16:16:48 +09:00
Dean Herbert
ee23124bb1
Remove no-longer-used interface
2021-05-06 15:18:06 +09:00
Bartłomiej Dach
3cac837acf
Merge branch 'master' into skin-bindables
2021-05-05 20:16:27 +02:00
Dean Herbert
9ec3255c50
Fix SkipOverlay
's FadeContent
not getting correct state from parent
2021-05-05 17:50:25 +09:00
Christine Chen
1472960319
Hide and disable skip outro overlay on rewind
2021-05-04 21:35:36 -04:00
Dean Herbert
b380be7169
Add xmldoc for updateCompletionState
2021-05-04 16:43:51 +09:00
Dean Herbert
4c7a4239f8
Fix AllowGameplayOverlays
potentially not working for outro skip overlay
2021-05-04 16:36:07 +09:00
Dean Herbert
b30145de40
Specify explicit primitive type
2021-05-04 16:35:50 +09:00
Dean Herbert
bb9fa1a25e
Merge branch 'master' into play-storyboard-outro
2021-05-04 14:01:34 +09:00
Dean Herbert
ca4b860920
Move BindValueChanged
call to LoadComplete
2021-05-03 20:11:24 +09:00
Dean Herbert
625890381f
Update ComboCounter
components to use DI to attach data source
2021-05-03 17:43:00 +09:00
Dean Herbert
434e63d629
Add skin customisation support to song progress display
2021-04-29 16:12:15 +09:00
Dean Herbert
fd587a82ff
Replace abstract class with interface, attached to the actual components (not skinnable wrapper)
2021-04-29 16:12:15 +09:00
Dean Herbert
defa350aa7
Set defaults on SkinnableHUDComponent to cancel out relative size default
...
Specifying locally on each HUD component looks to make more sense.
2021-04-29 16:12:15 +09:00
Dean Herbert
2540d6029c
Use AutoSize for SkinnableHudComponents
2021-04-29 16:12:15 +09:00
Dean Herbert
59339aa4fd
Add support for x/y position and scale back in
2021-04-29 16:12:15 +09:00
Dean Herbert
1cb8fc9a24
Extract editor classes out of test namespace and add anchor support
2021-04-29 16:12:15 +09:00
Dean Herbert
74fb7cd180
Extract storable attributes to bindables
2021-04-29 16:12:15 +09:00
Dean Herbert
fca173225a
Refactor editor selection/blueprint components to be generic
2021-04-29 16:12:14 +09:00
Dean Herbert
2d17219c8f
Setup basic test and classes for scale adjustment
2021-04-29 16:12:14 +09:00
Dean Herbert
3b876a43c2
Merge branch 'master' into multiplayer-spectator-screen
2021-04-26 14:12:35 +09:00
Bartłomiej Dach
e937b778f6
Fix potential failure in ensureSourceClockSet()
...
`ensureSourceClockSet()` was intended to only run when the adjustable
source hasn't been set at all yet. As it turns out permitting it to run
unconditionally can break the state of the underlying interpolated
clock. This is caused by the following factors:
* While the decoupleable clock is running, its `CurrentTime` does not
come from either the source clock, or the internal stopwatch; it is
instead calculated using the base `InterpolatingFramedClock` logic.
* A source change of a decoupleable clock seeks the provided source
clock to the decoupleable's current time.
* When an interpolating clock is seeked (decoupleable clock is also
an interpolating one), its interpolation state
(`{Last,Current}InterpolatedTime`) are reset to 0.
* If the interpolating clock determines that its current time is too
far away from the source's time (which was set when the source is
changed), it will ignore the source and instead continue to use
its current time until the source clock has caught up.
Overall, the source change is not really necessary if a source is
already there. The only reason to ensure it was set was to make sure
the first seek of the gameplay clock wasn't performed in decoupled
mode. Therefore, add a guard to make sure the source is only set if
there isn't one already.
2021-04-24 14:19:39 +02:00