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Commit Graph

16631 Commits

Author SHA1 Message Date
Dan Balasescu
1f3d4e1f72 Merge branch 'master' into string_cleanup 2020-02-10 13:37:17 +09:00
Dan Balasescu
f4657b8ea8 Merge branch 'master' into fix-virtual-track-beatsync 2020-02-10 13:11:06 +09:00
Dean Herbert
96574a98ad Use non-zero length for fallback virtual track (allows tests to work as expected) 2020-02-09 21:34:56 +09:00
Dean Herbert
c1f52ef594 Refactor BeatSyncContainer to handle zero length tracks 2020-02-09 21:25:28 +09:00
Dean Herbert
d73ef7c37e Change DummyBeatmap's track to be 0 length 2020-02-09 21:25:11 +09:00
Dean Herbert
93ff25d2a4 Rename caret class 2020-02-09 15:36:44 +09:00
Dean Herbert
3865090fff
Merge branch 'master' into beat-caret 2020-02-09 14:20:51 +09:00
jorolf
c2e0c83724 change the hierarchy layout 2020-02-08 20:25:16 +01:00
Berkan Diler
5b452293d6 Minor cleanups for legacy beatmap decoders
Replaces some string.StartsWith(string, StringComparison.Ordinal) calls with ring.StartsWith(char) , when only one char is compared. Possible since .NET-Standard 2.1

And another LegacyStoryboardDecoder.handleEvents() cleanup, saves some MB of allocations.
2020-02-08 18:05:27 +01:00
Joehu
e0de60a277 Update default background dim to 80% to match stable 2020-02-07 21:03:33 -08:00
Dean Herbert
84d9e3eda7
Merge branch 'master' into fix-accuracy-format 2020-02-08 11:37:03 +09:00
Dean Herbert
7c89e93da5
Merge branch 'master' into sorted-hitresults 2020-02-08 11:19:18 +09:00
Dean Herbert
6758c19625
Merge pull request #7758 from EVAST9919/user-graphs-data
Receive historical monthly user playcounts from API
2020-02-08 10:19:39 +09:00
Bartłomiej Dach
9bfd3a1a63 Make PercentageBreakInfoLine use FormatAccuracy 2020-02-08 00:11:19 +01:00
TheWildTree
393b566966 Make PercentageCounter use FormatAccuracy 2020-02-07 22:16:06 +01:00
TheWildTree
8c10d31af9 Make accuracy formatting more consistent 2020-02-07 22:09:45 +01:00
jorolf
1ba8cc904a Make the caret blink to the beat 2020-02-07 21:42:47 +01:00
TheWildTree
2770fb71b2 Use SortedStatistics where needed 2020-02-07 21:12:21 +01:00
TheWildTree
59cf2037d0 Introduce SortedStatistics 2020-02-07 21:11:58 +01:00
Dean Herbert
51ae741fc7
Merge pull request #7755 from peppy/fix-spinner-placement
Fix spinner placement blueprint in multiple ways
2020-02-08 01:49:48 +09:00
Dan Balasescu
4ad20ccd8b
Merge pull request #7754 from peppy/screen-under-timeline
Make editor screens display below timeline
2020-02-08 00:47:20 +09:00
Dan Balasescu
411ab2b190
Merge pull request #7746 from peppy/skin-animation-frame-rate
Add support for reading skin frame rate from configuration file
2020-02-08 00:37:01 +09:00
Dean Herbert
678eb8ec31
Reduce accessibility to set
Co-Authored-By: Dan Balasescu <smoogipoo@smgi.me>
2020-02-08 00:12:23 +09:00
Dean Herbert
0530ef07bd
Merge pull request #7743 from UselessToucan/make_screenshot_manager_a_drawable
Make ScreenshotManager a Component
2020-02-08 00:10:35 +09:00
Dan Balasescu
e4c7b9ebc1
Merge branch 'master' into screen-under-timeline 2020-02-08 00:05:45 +09:00
Dan Balasescu
7c715937ca
Merge branch 'master' into skin-animation-frame-rate 2020-02-07 23:52:45 +09:00
Andrei Zavatski
2d1afb66fb Add history counts to user api 2020-02-07 16:21:47 +03:00
Dean Herbert
a6531bf73e Don't show distance snap grid for spinners (for now) 2020-02-07 19:09:23 +09:00
Dean Herbert
2082948f9a Make editor screens display below timeline 2020-02-07 18:23:59 +09:00
Dan Balasescu
476c86f961
Merge branch 'master' into offset-match-stable 2020-02-07 18:21:50 +09:00
Dan Balasescu
71ba3e459b
Merge pull request #7750 from peppy/fix-editor-test-scene
Fix editor test scene exiting after loading
2020-02-07 18:07:48 +09:00
Dean Herbert
b7996f91fc Update the windows platform offset to match stable 2020-02-07 17:51:38 +09:00
Dan Balasescu
7b70481a10
Merge branch 'master' into fix-editor-test-scene 2020-02-07 17:20:43 +09:00
Dan Balasescu
a6a285bc09
Merge branch 'master' into fix-editor-snapping-inaccuracy 2020-02-07 17:20:42 +09:00
Dan Balasescu
e6060d5ecc
Merge pull request #7749 from peppy/fix-incorrect-distance-snap-grip
Fix incorrect distance snap grid being displayed when in selection mode
2020-02-07 17:20:28 +09:00
Dan Balasescu
5d6e007929
Merge branch 'master' into overlapping-scroll-origin 2020-02-07 16:44:34 +09:00
Dan Balasescu
efa7eb70af
Merge branch 'master' into fix-incorrect-distance-snap-grip 2020-02-07 16:44:33 +09:00
Dean Herbert
8990152315 Fix duration snapping still being incorrect 2020-02-07 16:43:50 +09:00
Dean Herbert
9997ae17bc Fix editor test scene exiting after loading 2020-02-07 16:42:56 +09:00
Dean Herbert
3aa18abd99
Fix typo in xmldoc
Co-Authored-By: Tree <thewildtree@outlook.com>
2020-02-07 16:22:59 +09:00
Dean Herbert
f63bf06373 Fix incorrect distance snap grid being displayed when in selection mode 2020-02-07 16:09:54 +09:00
Dean Herbert
c392ba6a7e Update framework 2020-02-07 15:46:10 +09:00
Dean Herbert
9181bb41c6 Remove unused using 2020-02-07 15:11:09 +09:00
Dean Herbert
544685be48 Add support for reading skin frame rate from configuration file 2020-02-07 14:58:29 +09:00
Dean Herbert
7460018cd3 Move combo colours to GlobalSkinColours 2020-02-07 14:58:07 +09:00
Dan Balasescu
819973bba3
Merge branch 'master' into make_screenshot_manager_a_drawable 2020-02-07 14:48:50 +09:00
Bartłomiej Dach
5fde4f2c0c Fix lifetime calculation in overlapping algorithm
Changes to lifetime calculation in scrolling rulesets introduced in
#7367, which aimed to account for the distance between hit objects'
origin and its edge entering the scrolling area, fixed some issues with
hitobjects appearing abruptly, but also regressed some other scenarios.

Upon investigation, the regression was localised to the overlapping
scroll algorithm. The reason for this was two-fold:

* The previous code used TimeAt() to calculate the time of travel from
  the hit object's edge to its origin. For other algorithms, that time
  can be accurately reconstructed, because they don't have periods of
  time where there are multiple hit objects scrolling at different
  velocities.

  That invariant does not hold for the overlapping algorithm, therefore
  it is possible for different values to be technically correct for
  TimeAt(). However, the only value that matters for the adjustment
  is the one that's indicated by the control point that applies to the
  hit object origin, which can be uniquely identified.

* Additionally, the offset returned (even if correct) was applied
  externally to the hit object's start time and passed to
  GetDisplayStartTime(). In the overlapping algorithm, the choice of
  control point used in GetDisplayStartTime() is important, since
  the value of the speed multiplier is read within.

  Externally rewinding the hit object's start time meant that in some
  cases the speed multiplier of the *previous* control point is applied,
  which led to hit objects appearing too late if the scrolling rate
  decreased.

Because of the above, modify GetDisplayStartTime() to take the offset
into account in all algorithms, and apply the adjustment correctly
inside of them. The constant and sequential algorithms needed no
adjustment from the previous logic, since:

* the constant algorithm disregarded control points, and
* the sequential algorithm would effectively rewind to time = 0,
  calculate the absolute distance from time = 0 to the hit object start,
  apply the origin offset *to the absolute distance*, and then convert
  back to time, applying all control points in sequence. Due to this
  it was impossible for control points to get mixed up while
  calculating.

As for the overlapping algorithm, the high-level logic is as follows:

* The distance that the origin has to travel is the length of the scroll
  plus the distance from the origin to the object edge.
* The above distance divided by the scroll length gives the relative
  scroll lengths that the object has to travel.
* As one relative scroll length takes one time range, the relative
  travel length multiplied by the time range gives the absolute travel
  time of the object origin.
* Finally, the control point multiplier applicable at origin time is
  applied to the whole travel time.

Correctness of the above is demonstrated by visual tests added before
and headless unit tests of the algorithms themselves. The sequential
scroll algorithm was not covered by unit tests, and remains uncovered
due to floating-point inaccuracies that should be addressed separately.
2020-02-06 23:13:28 +01:00
UselessToucan
4495192c25
Make ScreenshotManager a Component
Co-Authored-By: Salman Ahmed <email@iisalman.me>
2020-02-06 23:22:30 +03:00
Roman Kapustin
83b2b63d2c Make ScreenshotManager a Drawable 2020-02-06 23:02:03 +03:00
Andrei Zavatski
5946ad7d80 Fix possible memory leak and better user change test support 2020-02-06 16:54:02 +03:00