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Commit Graph

1138 Commits

Author SHA1 Message Date
Sheppsu
3358dcbea9 rename and document virtual method 2024-12-10 23:26:12 -05:00
Sheppsu
a441b6aeb0 rely on virtual method instead of player type 2024-12-10 22:58:59 -05:00
Sheppsu
40011f0e73 Merge branch 'master' into replay-analysis-spectating 2024-12-10 21:53:00 -05:00
Dean Herbert
791416c8f1
Merge pull request #30937 from frenzibyte/fix-quick-restart-not-saving-score
Fix score no longer being saved when quick-restarting after pass
2024-12-04 23:48:18 -08:00
Salman Alshamrani
fa87df6c6a Move non-current handling to PerformExit
Co-authored-by: Dean Herbert <pe@ppy.sh>
2024-12-04 04:55:55 -05:00
Bartłomiej Dach
6c0ccc5ebe
Merge pull request #30863 from frenzibyte/improve-back-button-display
Delay back button appearance when performing a quick restart
2024-12-02 11:49:45 +01:00
Salman Alshamrani
53dce83b56 Fix restarting no longer working from results screen
Thanks to tests for pointing that out :blobsweat:
2024-12-01 02:13:20 -05:00
Salman Alshamrani
9140893249 Fix score no longer being saved when quick-restarting after pass 2024-11-30 23:36:02 -05:00
Salman Alshamrani
3e1b4f4ac5 Rename AllowBackButton to AllowUserExit and rewrite visibility flow structure
Co-authored-by: Dean Herbert <pe@ppy.sh>
2024-11-26 16:52:39 -05:00
Bartłomiej Dach
cf905d0f5c
Merge branch 'master' into beatmap-info-purge 2024-11-26 10:21:16 +01:00
Salman Alshamrani
6d0d7f3e75 Don't play fail animation if restarting on failure 2024-11-24 04:45:48 -05:00
Dean Herbert
086a34f5c0
Merge branch 'master' into beatmap-info-purge 2024-11-22 18:47:32 +09:00
Dean Herbert
1a31e56d4a
Fix double restart call still existing 2024-11-14 23:59:55 +09:00
Bartłomiej Dach
5d3f55fe4d
Fill out xmldoc 2024-11-14 15:05:46 +01:00
Dean Herbert
d1b5d31ea6
Add explicit parameter in 2024-11-14 22:23:42 +09:00
Dean Herbert
3262b6d989
Refactor to avoid dual-boolean mess 2024-11-14 22:10:45 +09:00
Dean Herbert
afeb138ea0
Fix occasional flash when quick exiting / retrying from player
The gist of the issue is that `fadeOut` was being called *twice* in the
quick exit/retry scenarios, causing weirdness with transforms.

I've restructured things to ensure it's only called once.
2024-11-14 21:54:34 +09:00
Bartłomiej Dach
9902c22f5c
Do not fall back to beatmap's original ruleset if conversion fails
I don't know why this was ever a good idea, and would say that we want
this to fail *hard* not soft. If things ever get in this state, things
have gone *seriously* wrong elsewhere, and need to be fixed there.
2024-10-25 13:16:24 +02:00
Sheppsu
9f67629f1b Merge branch 'master' into replay-analysis-spectating 2024-10-10 02:52:04 -04:00
Dean Herbert
24d6ea5444
Change failed states to be considered as NotPlaying 2024-10-03 17:11:41 +09:00
Dean Herbert
8773c34fdd
Rename enum to non-plural now that it won't conflict 2024-10-01 19:55:46 +09:00
Dean Herbert
8dba4cf760
Passing means NotPlaying 2024-10-01 19:55:31 +09:00
Dean Herbert
3d54f4a5ab
Make states better defined 2024-10-01 17:53:58 +09:00
Dean Herbert
ad3007eaad
Adjust ILocalUserPlayInfo to expose whether gameplay is in a paused/break state 2024-10-01 17:53:46 +09:00
Sheppsu
26f1596150 move replay analysis settings creation point
replay analysis settings is created in the respective drawable that's adding it, instead of adding it from `DrawableRuleset`
for this, it adds a virtual method in Ruleset that uses a non-ruleset-specific `ReplayAnalysisSettings` (the osu specific one was renamed to `OsuReplayAnalysisSettings`).
2024-09-21 02:02:55 -04:00
Dean Herbert
58fe502af4
Merge branch 'master' into beatmap-info-purge 2024-09-15 04:53:35 +09:00
Sheppsu
8749f9bb64 implement replay analysis into spectating 2024-09-06 03:58:02 -04:00
Dean Herbert
6f1664f0a6
Add beat-synced animation to break overlay
I've been meaning to make the progress bar synchronise with the beat
rather than a continuous countdown, just to give the overlay a bit more
of a rhythmic feel.

Not completely happy with how this feels but I think it's a start?

I had to refactor how the break overlay works in the process. It no
longer creates transforms for all breaks ahead-of-time, which could be
argued as a better way of doing things. It's more dynamically able to
handle breaks now (maybe useful for the future, who knows).
2024-08-27 16:34:37 +09:00
Dean Herbert
abdbe510b8
Move break overlay (and cursor) further forward in depth
I didn't really want to move the cursor in front of the HUD, but we face
a bit of an impossible scenario otherwise (it should definitely be in
front of the break overlay for visibility).

So I'll deal with it for now.
2024-08-27 14:52:11 +09:00
Dean Herbert
54e5f1c9f0
Merge pull request #29556 from frenzibyte/kiai-star-bursts
Add star fountains/bursts when entering kiai mode in gameplay
2024-08-22 14:14:25 +09:00
Salman Ahmed
c92af71029 Add in-gameplay version of kiai star fountains/burst 2024-08-21 17:34:38 +09:00
Salman Ahmed
0d358a1dae Fix resume overlay appearing behind HUD/skip overlays 2024-08-21 02:53:11 +09:00
Dean Herbert
e645651ef4
Merge branch 'master' into mania-combo-counter 2024-08-09 00:19:17 +09:00
Dean Herbert
d707e29ff7
Merge branch 'master' into beatmap-info-purge 2024-07-23 12:09:32 +09:00
Salman Ahmed
d7651ef387 Add extensive test cases for correct input handling while paused in osu! & non-osu! 2024-07-19 18:48:35 +03:00
Bartłomiej Dach
67ca7e4135
Implement toggling visibility of pass and fail storyboard layers
Closes https://github.com/ppy/osu/issues/6842.

This is a rather barebones implementation, just to get this in place
somehow at least. The logic is simple - 50% health or above shows pass
layer, anything below shows fail layer.

This does not match stable logic all across the board because I have
no idea how to package that. Stable defines "passing" in like fifty
ways:

- in mania it's >80% HP
  (bb57924c15/osu!/GameModes/Play/Rulesets/Mania/RulesetMania.cs#L333-L336)
- in taiko it's >80% *accuracy*
  (bb57924c15/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L486-L492)
- there's also the part where "geki additions" will unconditionally set
  passing state
  (bb57924c15/osu!/GameModes/Play/Player.cs#L3561-L3564)
- and also the part where at the end of the map, the final passing state
  is determined by checking whether the user passed more sections than
  failed
  (bb57924c15/osu!/GameModes/Play/Player.cs#L3320)

The biggest issues of these are probably the first two, and they can
*probably* be fixed, but would require a new member on `Ruleset` and I'm
not sure how to make one look, so I'm not doing that at this time
pending collection of ideas on how to do that.
2024-06-14 13:59:02 +02:00
Bartłomiej Dach
a6b7600bf2
Move LetterboxInBreaks out of BeatmapInfo 2024-06-12 13:18:44 +02:00
Dean Herbert
804b1b0d88
Fix settings colour scheme wrong when viewing gameplay from skin editor button
Closes https://github.com/ppy/osu/issues/27949.
2024-04-23 20:54:48 +08:00
Joseph Madamba
49154c0e23 Fix code quality 2024-04-22 11:23:38 -07:00
Bartłomiej Dach
ee2dac35e0
Merge branch 'master' into taiko-slider-storyboard 2024-02-29 08:50:58 +01:00
Dean Herbert
f44aadaaa8
Merge pull request #27331 from bdach/statistics-updates-in-multi
Show user statistics updates on multiplayer and playlists results screens
2024-02-29 12:26:48 +08:00
Salman Ahmed
7f5f3804f1 Expose beatmap storyboard as part of GameplayState 2024-02-29 05:39:36 +03:00
Joseph Madamba
351160f94e Move back/quit button from bottom left to fail overlay when spectating 2024-02-27 23:24:16 -08:00
Bartłomiej Dach
0074bdc5a1
Change ResultsScreen constructor boolean params to init-only properties 2024-02-22 20:15:03 +01:00
Bartłomiej Dach
f9e92c69a8
Merge branch 'master' into fix-skin-editor-init-fail 2024-02-22 14:08:38 +01:00
Dean Herbert
3e5fe66e58
Fix potential null reference in player screen transition handling
See https://github.com/ppy/osu/actions/runs/7607677219/job/20715418536?pr=26660.
2024-01-22 16:37:56 +09:00
Bartłomiej Dach
5cb17bcacf
Merge pull request #26502 from frenzibyte/prevent-submission-with-invalid-mods
Add guard against submitting score with invalid mod instances
2024-01-17 11:39:32 +01:00
Dean Herbert
c1c2e61723
Merge pull request #26446 from LeNitrous/add/replay-playback-controls
Add replay playback controls
2024-01-17 17:06:15 +09:00
Bartłomiej Dach
c5a276a7de
Merge pull request #26543 from peppy/offset-toast-limit
Only display offset toast when in local gameplay
2024-01-15 19:19:21 +01:00
Bartłomiej Dach
c5351bd14d
Fix back-to-front set 2024-01-15 14:20:07 +01:00