Fix osu! standardised score conversion sometimes exceeding bounds
Restore taiko accuracy to ScoreV2 values
Adjust "classic" mod multiplier to 0.96x
Allow choosing "Edit" from any beatmap carousel item
Allow failing with "relax" and "autopilot" mods
ModBlockFail
Was only being used by `NoFail` now.
Update song select to always show difficulty stats
Following discussions on discord, this seems like the most agreed upon value. Increasing this is important so that imported legacy scores don't lose too much value.
Fix near zero-length sliders being placeable and crashing the game
Allows the Relax mod to fail, and remove NF/PF/SD mod exclusion ref: https://github.com/ppy/osu/discussions/13229
Fix some beatmaps being reprocessed each startup
Fix mod search textbox having focus while settings are visible
Fix song select realm refresh performance
Fix sliding sample playing before Slider's start time
Fix incorrect ordering of items at song select when certain sort modes are used
Protects against non-initialised values and also div-by-zero.
-1
sender
ShouldMigrateToNewStandardised()
Fix opening log files from notification not presenting the correct file
Co-authored-by: Zyf <zyfarok@gmail.com> Closes https://github.com/ppy/osu/issues/25860 Users reported that some stable scores would convert to large negative total scores in lazer after the introduction of combo exponent. Those large negative total scores were actually mangled NaNs. The root cause of this was the following calculation going below zero unexpectedly: https://github.com/ppy/osu/blob/8e8d9b2cd96be4c4b3d8f1f01dc013fc9d41f765/osu.Game/Database/StandardisedScoreMigrationTools.cs#L323 which then propagates negative numbers onward until https://github.com/ppy/osu/blob/8e8d9b2cd96be4c4b3d8f1f01dc013fc9d41f765/osu.Game/Database/StandardisedScoreMigrationTools.cs#L337 which yields a NaN due to attempting to take the square root of a negative number. To fix, clamp `comboPortionInScoreV1` to sane limits: to `comboPortionFromLongestComboInScoreV1` from below, and to `maximumAchievableComboPortionInScoreV1` from above. This is a less direct fix than perhaps imagined, but it seems like a better one as it will also affect the calculation of both the lower and the upper estimate of the score.
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