Dean Herbert
d0b1ebff5a
Revert "Temporary rollback of framework / SDL3"
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This reverts commit d7d569cf4e
.
2024-05-22 16:29:39 +08:00
Dean Herbert
d7d569cf4e
Temporary rollback of framework / SDL3
2024-05-21 14:36:16 +08:00
Dan Balasescu
3b8b56cbcb
Apply required changes after framework masking updates
2024-05-09 20:18:53 +09:00
Salman Ahmed
2f618b7f35
Change taiko hit position to always match stable
2024-01-20 01:53:39 +03:00
Salman Ahmed
d4fef99e1f
Define constant input drum width for osu!taiko
2024-01-20 01:46:15 +03:00
Salman Ahmed
f5ce9eaf75
Refactor taiko playfield layout to use constant values
2024-01-20 01:15:15 +03:00
Salman Ahmed
ce4fd6aca5
Rename DEFAULT_HEIGHT
to BASE_HEIGHT
2024-01-19 23:58:58 +03:00
Dean Herbert
0fbca59523
Fix osu!taiko judgments not being pooled correctly
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They weren't being initialised correctly on initial pool.
2024-01-15 20:50:09 +09:00
Dean Herbert
2a89a25790
Add beat snap grid to osu!taiko editor
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Addresses https://github.com/ppy/osu/discussions/25150 .
2023-10-17 16:59:56 +09:00
Dean Herbert
f54eb8d7fa
Move DrumSamplePlayer
to be a skinnable component
2023-07-05 18:44:27 +09:00
Berkan Diler
c7ca4bbba5
Use generic Enum methods
2022-12-26 20:36:39 +01:00
Joppe27
f3fa39f254
Add legacy taiko kiai glow element
2022-11-30 00:44:20 +01:00
Dan Balasescu
7bc8908ca9
Partial everything
2022-11-27 00:00:27 +09:00
Dan Balasescu
5bdbf56f43
Merge branch 'master' into taiko-judgement-fixes
2022-11-11 15:48:33 +09:00
Dean Herbert
1aa0e40f2f
Add "Component" prefix to lookup naming
2022-11-09 17:46:43 +09:00
Dean Herbert
c908969d9b
Rename ISkinComponent
to ISkinLookup
2022-11-09 17:46:43 +09:00
Salman Ahmed
3af48352c9
Fix taiko major barlines no longer rendering correctly
2022-11-08 04:05:06 +03:00
Dean Herbert
564d078517
Fix much brokenness with kiai and justment sizing
2022-11-07 17:19:32 +09:00
Dan Balasescu
a2f8ff825e
Also ignore drum roll strong judgement
2022-09-06 23:26:25 +09:00
Dean Herbert
b604eb6262
Simplify implementation
2022-07-22 16:59:09 +09:00
Dean Herbert
c32af3c041
Merge branch 'master' into hongaaronc/master
2022-07-22 15:55:38 +09:00
Salman Ahmed
28150dc15d
Merge branch 'master' into taiko-target-classic-position
2022-07-18 20:45:29 +03:00
Dean Herbert
31a447fda0
Update parameter discards
2022-06-24 21:26:19 +09:00
Dan Balasescu
f8830c6850
Automated #nullable processing
2022-06-17 16:37:17 +09:00
Nostril
5cbd3bd67e
Merge branch 'ppy:master' into master
2022-06-08 19:29:14 -07:00
Dan Balasescu
8578f12a58
Fix taiko circle fills missing after rewind
2022-06-07 18:35:12 +09:00
Dean Herbert
f3d4cd3f95
Fix various code inspection issues
2022-06-02 14:36:07 +09:00
Aaron Hong
2471c242b4
Merge branch 'master' of https://github.com/ppy/osu into ppy-master
2022-05-31 21:01:04 -07:00
Salman Ahmed
f48533b8a2
Inline input drum proxying logic
2022-04-13 04:38:41 +03:00
Salman Ahmed
b84a3b7834
Rewrite input drum measurements to autosize on X axis
2022-04-07 21:39:53 +03:00
Salman Ahmed
ce70957fbf
Remove redundant code
2022-04-06 02:38:56 +03:00
Salman Ahmed
ec5ad995f8
Reorder taiko playfield elements to fix hit explosion Z-ordering
2022-04-06 02:37:57 +03:00
Salman Ahmed
ac32966427
Replicate osu!(stable)'s hit target position with "Classic" mod
2022-04-03 02:02:20 +03:00
Salman Ahmed
4a8aa72d1b
Nudge osu!taiko playfield's height to perfectly match with osu!(stable)
2022-03-14 01:03:08 +03:00
Aaron Hong
317869078f
Basic functionality for Taiko touch input now complete
2022-03-10 05:09:07 -08:00
Aaron Hong
a25b6e6a09
Proof of Concept draft for Taiko touch input
2022-03-10 00:42:58 -08:00
Dean Herbert
8e0a04c4e5
Update taiko InputDrum
to use new trigger logic
2021-08-25 16:56:44 +09:00
smoogipoo
c023ce78d7
Match osu!stable taiko playfield size at 16:9
2021-08-02 18:48:32 +09:00
Bartłomiej Dach
8b74666cc3
Add support for pooling explosions in taiko
2021-03-14 16:15:33 +01:00
Bartłomiej Dach
8f4dadb06a
Enable pooling for taiko judgements
2021-03-06 17:38:04 +01:00
Bartłomiej Dach
b24fc1922e
Enable pooling for taiko DHOs
2020-12-20 18:44:47 +01:00
Bartłomiej Dach
5d575d2a9b
Accept proxied content via OnNewDrawableHitObject
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In the non-pooled case, `OnNewDrawableHitObject()` will be called
automatically on each new DHO via `Playfield.Add(DrawableHitObject)`.
In the pooled case, it will be called via `Playfield`'s implementation
of `GetPooledDrawableRepresentation(HitObject, DrawableHitObject)`.
2020-12-20 18:26:45 +01:00
Bartłomiej Dach
62da4eff37
Route new result callback via playfield
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Follows route taken by osu! and catch (and required for proper pooling
support).
2020-12-20 18:26:45 +01:00
Bartłomiej Dach
ae6dedacaf
Implement nested strong hit application
2020-12-20 16:26:39 +01:00
Bartłomiej Dach
beee9b89d5
Change bar line SHOC to nested playfield
2020-12-13 22:12:26 +01:00
Dean Herbert
f29aa9c4fc
Move taiko barlines to their own ScrollingHitObjectContainer to avoid being considered as a selectable object
2020-11-27 14:35:12 +09:00
Bartłomiej Dach
deb207001a
Remove schedule causing default skin explosion regression
2020-09-27 15:23:34 +02:00
smoogipoo
acfa62bb50
Fix potential taiko crash on rewind
2020-09-25 19:25:58 +09:00
Bartłomiej Dach
4072abaed8
Allow miss explosions to be displayed
2020-09-20 19:40:30 +02:00
Bartłomiej Dach
1c7556ea5d
Schedule explosion addition to ensure both hits are processed
2020-09-20 19:40:30 +02:00