Dean Herbert
85abee5fc7
Remove difficulty calculator exceptions
...
I don't think there's any reason difficulty calculators shouldn't be
able to calculate for autoplays.
2021-06-09 14:33:35 +09:00
Dean Herbert
d0e9f8ef90
Replace and obsolete Ranked
flag with IsUserPlayable
2021-06-09 14:17:03 +09:00
Dan Balasescu
791855dfa0
Merge branch 'master' into legacy-skin-default-fallback
2021-06-08 16:54:26 +09:00
Dean Herbert
273d66a0e0
Fix TaikoMascot
texture animation lookups
2021-06-08 00:42:34 +09:00
Dean Herbert
06275a6a7d
Merge branch 'master' into legacy-skin-default-fallback
2021-06-04 16:00:30 +09:00
Dan Balasescu
b283c48abb
Merge branch 'master' into factor-out-hoc
2021-06-04 15:31:35 +09:00
Pasi4K5
7a4fc9ffc8
Move seed to base class
2021-06-03 18:16:11 +02:00
Dan Balasescu
15b43beef1
Merge pull request #11857 from Syriiin/diffcalc/refactor/catch-clockrate-effects
...
Refactor catch Movement skill to not require explicit clockrate usage
2021-06-03 17:29:27 +09:00
Samuel Cattini-Schultz
f51413ead9
Refactor to pass clockrate in constructor rather than deriving from mods
2021-06-03 16:09:42 +10:00
ekrctb
2c9e5b6c7e
Replace EntryCrossedBoundary
with more useful RemoveRewoundEntry
property
...
It can be used for dynamically added entries.
2021-06-03 15:00:16 +09:00
Dean Herbert
2e2281c7d2
Revert disabling taiko sample tests and fix logic
2021-06-01 18:57:19 +09:00
Dean Herbert
14570b6fb1
Merge branch 'master' into autoplay-pause-support
2021-06-01 14:19:21 +09:00
Dean Herbert
17574833fb
Update other transformers with similar refactored logic
2021-05-30 19:15:59 +09:00
Salman Ahmed
fbc316ea1d
Fix legacy skin transformers potentially ignoring source implementations
2021-05-29 21:23:22 +03:00
Dean Herbert
cbad7bb7f0
Move taiko Type
to Hit
and localise all bind handling
2021-05-26 13:40:36 +09:00
Dean Herbert
912748b428
Avoid bindable feedback causing overwrites
2021-05-26 13:24:22 +09:00
Dean Herbert
9223d85f37
Remove all local type update logic from TaikoBeatmapConverter
...
I believe the original goal was to keep this in the converter with the
idea that samples may not always be hard coupled to the strong/rim
states. But for now I think we can assume this coupling is going to
continue into the near future, so let's keep all the logic in
`TaikoHitObject`.
2021-05-26 13:23:01 +09:00
Dean Herbert
a3c78674a1
Add new interface for autoplay mods
2021-05-25 18:09:24 +09:00
Dean Herbert
4c9d72e62a
Ensure EditorBeatmap.Update
is called inside PerformOnSelection
calls
2021-05-23 21:22:35 +09:00
Dean Herbert
dc322d1c63
Run all type and sample mutations through standardising methods
2021-05-23 20:22:48 +09:00
Dean Herbert
6471ce902d
Run RecreatePieces
using AddOnce
to avoid multiple unnecessary calls
2021-05-21 16:45:28 +09:00
Dean Herbert
0bcd0cda6b
Fix taiko drawable hit content not correctly being removed on regeneration
2021-05-21 16:41:40 +09:00
Dean Herbert
7bc8a4bb5f
Apply same logic changes to IsStrong
status
2021-05-21 16:15:27 +09:00
Dean Herbert
a5ca736e37
Fix RecreatePieces
being called more than once
2021-05-21 16:10:48 +09:00
Dean Herbert
40c8378d81
Fix type-to-sample mapping being applied too late
2021-05-21 14:37:22 +09:00
Dean Herbert
c00e6e29a6
Remove static
usage
2021-05-21 14:21:56 +09:00
Dean Herbert
df5970fab4
Create base implementations of the two most common TernaryStateMenuItem
s
2021-05-20 19:34:53 +09:00
Dean Herbert
a96603f025
Merge pull request #12782 from smoogipoo/rework-hitobject-blueprints
...
Rename hitobject blueprints and tie them to HitObjects
2021-05-18 16:30:58 +09:00
Dean Herbert
de2900bc7c
Merge pull request #12834 from Henry-YSLin/flip-mod
...
Added "invert" mod for taiko
2021-05-17 12:47:05 +09:00
Henry Lin
f34637ea9c
Renamed TaikoModFlip to TaikoModSwap
2021-05-17 11:04:01 +08:00
Henry Lin
c4ae70a827
Revert "Renamed TaikoModFlip to TaikoModInvert"
...
This reverts commit 5972e43bc2
.
2021-05-17 10:59:56 +08:00
Dean Herbert
a32f1ef35a
Merge pull request #12811 from PercyDan54/hidden-code-cleanup
...
Remove obsolete methods in `ModHidden` and apply few touches
2021-05-16 22:07:45 +09:00
Henry Lin
5972e43bc2
Renamed TaikoModFlip to TaikoModInvert
2021-05-16 12:51:40 +08:00
Dean Herbert
422a3b76b6
Remove unused using statements
2021-05-16 13:21:19 +09:00
Dean Herbert
cbc2a38b59
Move new mod to end to avoid reordering
2021-05-16 13:21:06 +09:00
Henry Lin
3d83741a23
Separate Flip and Random
2021-05-16 12:03:03 +08:00
Henry Lin
da13be6dd0
Trimmed trailing white space
2021-05-16 11:28:11 +08:00
Henry Lin
3519398a22
Added "flip" mod for taiko
2021-05-16 11:16:12 +08:00
PercyDan54
166974506e
Duplicate implementions
2021-05-15 11:55:50 +08:00
Bartłomiej Dach
f716fb0968
Remove bogus InternalChildren
null-check
...
`InternalChildren` can't viably be `null`, and if it were, we have
bigger problems. The removed null-check was triggering false-positive
inspections further down.
2021-05-15 00:09:34 +02:00
smoogipoo
ffb6135a1b
Rework hitobject blueprints to take in hitobject models
2021-05-13 19:53:32 +09:00
ekrctb
207f7f1e56
Rename FramedAutoGenerator<T> -> AutoGenerator<T>
2021-05-07 00:31:12 +09:00
ekrctb
cf39178099
Use FramedAutoGenerator in Taiko, Catch, Mania
...
OsuAutoGenerator is not included in this change because it uses SortedList-like thing
2021-05-06 22:57:07 +09:00
Dean Herbert
4c9e94da2b
Move context menu logic to base class
2021-04-28 13:43:16 +09:00
Dean Herbert
f2e56bd306
Refactor editor selection/blueprint components to be generic
2021-04-27 19:01:29 +09:00
Salman Ahmed
e3398d8f1f
Implement "classic" mod for all other legacy rulesets
...
Currently empty, automatically handled in game to not be selectable (see `Mod.HasImplementation`)
2021-04-21 09:14:33 +03:00
Dan Balasescu
5ad2d0e759
Merge pull request #12439 from ekrctb/further-refactor-framed-replay
...
Further refactor FrameReplayInputHandler, simplify the template code
2021-04-16 17:16:09 +09:00
ekrctb
a965e8a75d
Remove AutoGenerator workaround of now-fixed issue
2021-04-16 14:13:41 +09:00
Dean Herbert
119c9b4294
Fix placement blueprints not being correctly removed after a rolled back placement
2021-04-16 14:11:33 +09:00
Samuel Cattini-Schultz
85d2b1232a
Refactor to abstract out strain logic into StrainSkill class
...
While it is the case for the existing official Skills, Skill implementations shouldn't be required to conform to a strain based approach.
There are other valid approaches to calculating skill difficulty that can be supported by abstracting the strain logic into its own StrainSkill class.
2021-04-03 20:52:39 +11:00