Dean Herbert
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2e98ab0a48
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Expose rewinding state of IGameplayClock s
The implementation of this requires a bit of a special case
for 0, so makes sense to implement in a central place.
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2023-07-06 19:08:42 +09:00 |
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Dan Balasescu
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7bc8908ca9
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Partial everything
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2022-11-27 00:00:27 +09:00 |
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Dean Herbert
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d6748d6921
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Avoid double call to ProcessFrame
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2022-09-09 14:35:47 +09:00 |
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Dean Herbert
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64cf6b9014
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Compare with decoupled clock directly to avoid including offsets
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2022-09-09 14:35:35 +09:00 |
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Dean Herbert
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20ffbc4676
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Fix beat sync stopping after returning to menu from a failed play
Closes #20193.
Explanation is inline comment.
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2022-09-09 14:13:03 +09:00 |
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Dean Herbert
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2dafa041a7
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Account for offset being applied to editor clock time in TestSceneEditorClock
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2022-08-29 16:42:50 +09:00 |
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Dean Herbert
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29fed0c4a3
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Avoid setting the source clock until gameplay is ready to start
Without this change, the audio track may audibly seek during load
proceedings.
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2022-08-23 18:34:17 +09:00 |
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Dean Herbert
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17a1df281c
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Fix incorrect implicit null specification for user audio offset bindable
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2022-08-22 14:03:51 +09:00 |
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Dean Herbert
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ba23ce75c2
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Make FramedBeatmapClock.Track non-null
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2022-08-22 14:02:41 +09:00 |
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Dean Herbert
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85d0b7fc57
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Reword class xmldoc to better explain that offset application is optional
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2022-08-22 14:02:20 +09:00 |
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Dean Herbert
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bcc153f738
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Add xmldoc and reorganise FramedBeatmapClock
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2022-08-18 18:54:10 +09:00 |
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Dean Herbert
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6003afafc7
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Use FramedBeatmapClock in GameplayClockContainer
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2022-08-18 18:54:10 +09:00 |
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Dean Herbert
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32e127a6fa
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Add FramedBeatmapClock
Expose `IsCoupled` in `FramedBeatmapClock` for now to provide editor compatibility
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2022-08-18 18:54:10 +09:00 |
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