Aimed to improve build time (especially for CI builds).
The additional lines come from visual studio. I'm intentionally
committing its output so it doesn't cause a diff on further csproj
changes.
The editor clock, which is responsible for performing the seek, was not
aware of changes in control points due to reading from the wrong
beatmap. `loadableBeatmap` is not actually changed by any of the editor
components; `playableBeatmap` and `editorBeatmap` are.
For now this is changed to use `playableBeatmap`. A better follow-up
would be to use `editorBeatmap`, but it would probably be best to move
the beat snap bindable into `EditorBeatmap` first.
While it is the case for the existing official Skills, Skill implementations shouldn't be required to conform to a strain based approach.
There are other valid approaches to calculating skill difficulty that can be supported by abstracting the strain logic into its own StrainSkill class.
Samuel Cattini-Schultz
·
2021-04-03 20:52:39 +11:00
As strains are an implementation detail of the current Skill calculations, it makes sense that strain related logic should be encapsulated within the Skill class.
Samuel Cattini-Schultz
·
2021-04-03 20:47:43 +11:00