* Calculate hit windows in performance calculator instead of databased difficulty attributes
* Apply mods to beatmap difficulty in osu! performance calculator
* Remove `GreatHitWindow` difficulty attribute for osu!mania
* Remove use of approach rate and overall difficulty attributes for osu!
* Remove use of hit window difficulty attributes in osu!taiko
* Remove use of approach rate attribute in osu!catch
* Remove unused attribute IDs
* Code quality
* Fix `computeDeviationUpperBound` being called before `greatHitWindow` is set
As strains are an implementation detail of the current Skill calculations, it makes sense that strain related logic should be encapsulated within the Skill class.
Samuel Cattini-Schultz
·
2021-04-03 20:47:43 +11:00
Although this isn't necessary for existing official rulesets and calculators, custom calculators can have use cases for accessing mods in difficulty calculation.
For example, accounting for the effects of visual mods.
Samuel Cattini-Schultz
·
2021-02-20 20:37:44 +11:00