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mirror of https://github.com/ppy/osu.git synced 2024-12-17 16:52:57 +08:00
Commit Graph

29 Commits

Author SHA1 Message Date
Dan Balasescu
0379abd714
Prevent multiple invocations of failure procedure 2024-06-26 13:57:18 +09:00
Bartłomiej Dach
2c0a5b7ef5
Fix missing tiny droplet not triggering fail with perfect on
Stable does this:

    46cd3a10af/osu!/GameplayElements/HitObjectManagerFruits.cs#L98-L102

I'd rather not say what I think about it doing that, since it's likely
to be unpublishable, but to approximate that, just make it so that
only the "default fail condition" is beholden to the weird ebbs
and flows of what the ruleset wants. This appears to fix the problem
case and I'm hoping it doesn't break something else but I'm like 50/50
on it happening anyway at this point. Just gotta add tests add nauseam.
2024-02-14 14:21:48 +01:00
Bartłomiej Dach
16d893d40c
Fix draining processor failing gameplay on bonus misses and ignore hits 2024-02-13 13:06:19 +01:00
Dean Herbert
57a6025a2c
Add helper method to bypass judgement woes 2024-01-16 15:52:05 +09:00
Dean Herbert
210c5e7c53 Merge branch 'master' into decouple-mod-fails 2023-04-26 15:26:20 +09:00
Dean Herbert
27c497145f Fix the MOTHERLOAD of undetected issues that are now visible thanks to net6.0 2022-12-16 18:16:26 +09:00
Dan Balasescu
7bc8908ca9 Partial everything 2022-11-27 00:00:27 +09:00
Dan Balasescu
f8830c6850 Automated #nullable processing 2022-06-17 16:37:17 +09:00
Gabe Livengood
dc75d55f72
allow modfailcondition to arbitrarily trigger fail 2022-06-08 14:02:15 -04:00
Salman Ahmed
cccc9d7d39 Rename method to better reflect what it's doing 2022-04-27 00:03:48 +03:00
Salman Ahmed
31f64b1381 Fix HealthProcessor fail conditions not handling multiple invocations 2022-04-26 23:27:03 +03:00
Dan Balasescu
9cc7f70872 Nullable annotate classes 2022-03-14 15:38:00 +09:00
Salman Ahmed
7fab07670e Remove no longer necessary usage of IsBreakTime 2020-04-05 21:35:09 +03:00
smoogipoo
91735ff367 Update MathUtils namespace usages 2020-01-09 13:43:44 +09:00
Dean Herbert
b330aec03e Drain starting at the first hitobject, not gameplay start 2019-12-27 16:16:30 +09:00
smoogipoo
e0c1072ab2 Add xmldocs 2019-12-26 15:01:19 +09:00
smoogipoo
eba6371526 Re-implement taiko's accumulating health processor 2019-12-26 15:01:19 +09:00
smoogipoo
0454c5022d Fix some maps potentially starting with 0 health 2019-12-26 15:00:59 +09:00
smoogipoo
90a0569660 Tweak drain values 2019-12-26 15:00:58 +09:00
smoogipoo
522847987b Implement break/gameplay start times 2019-12-26 15:00:58 +09:00
smoogipoo
b348abcd07 Only drain health in non-break times 2019-12-26 14:59:49 +09:00
smoogipoo
977fb3d1bf Make processors and break overlay frame-stable 2019-12-26 14:59:49 +09:00
smoogipoo
85c44b5a5a Disable list additions during gameplay 2019-12-26 14:59:49 +09:00
smoogipoo
bd74d086fb Remove adjustment factor 2019-12-26 14:59:49 +09:00
smoogipoo
70d2d8a2fa Add adjustable target percentage 2019-12-26 14:59:49 +09:00
smoogipoo
a4b1c79e18 Initial implementation of HP drain 2019-12-26 14:59:49 +09:00
smoogipoo
90cb9d9162 Simplify scoreprocesor/healthprocessor implementations 2019-12-26 14:59:49 +09:00
smoogipoo
00546787c8 Remove unused method 2019-12-24 16:52:49 +09:00
smoogipoo
76f2fb378f Separate score and health parts of ScoreProcessor 2019-12-19 20:03:14 +09:00