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Commit Graph

10 Commits

Author SHA1 Message Date
Andrei Zavatski
eb0933c3a5 Fix allocations in EffectPointVisualisation 2024-02-29 20:35:20 +03:00
Dan Balasescu
7bc8908ca9 Partial everything 2022-11-27 00:00:27 +09:00
Dean Herbert
acf9ad1429 Apply nullability to EffectPointVisualisation 2022-07-29 23:26:38 +09:00
Dean Herbert
8f1e3b0154 Fix editor summary timeline not responding to kiai changes correctly 2022-07-29 19:31:49 +09:00
Dan Balasescu
f8830c6850 Automated #nullable processing 2022-06-17 16:37:17 +09:00
Dean Herbert
566d341b1e Split conditions out for readability 2022-01-16 22:04:29 +09:00
Dean Herbert
236fa6da7e Rename ControlPointVisualisation interface type to be less specific 2022-01-15 23:56:00 +09:00
Dean Herbert
c5cae4e3ee Rename methods and add xmldoc 2022-01-15 23:55:11 +09:00
Dean Herbert
c64a919a9d Reduce number of redundant control points displayed on summary timeline
As pointed out in https://github.com/ppy/osu/discussions/16435, beatmaps
with too many control points (usually added via external automation
apps) could cause the lazer editor to grind to a halt.

The overheads here are mostly from the GL side. An eventual goal would
be to render this in a smarter way, rather than using thousands of
drawables. Until that, this optimisation should help reduce the overhead
by omitting control points in close proximity that are redundant for
display purposes.

I've tried to contain this in the display logic directly, with the goal
that it can be ripped out as fast as it was added. Certainly required
more changes than I hoped for, but I don't think it's too ugly.
2022-01-14 17:13:26 +09:00
Dean Herbert
0dc1577f68 Split out control point visualisation logic and add special kiai duration handling 2021-04-15 18:42:30 +09:00