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Commit Graph

60703 Commits

Author SHA1 Message Date
Dean Herbert
9d844f2381 Update documentation for local framework / resources 2023-05-30 15:38:19 +09:00
Dean Herbert
4d2c3f17e8 Remove outdated prerequisites 2023-05-30 15:38:15 +09:00
Dean Herbert
654940afb0 Update various text 2023-05-30 15:38:15 +09:00
Dean Herbert
1bde35c61b Remove link to very dated blog post 2023-05-30 15:38:15 +09:00
Dean Herbert
a436f858df
Merge pull request #23638 from smoogipoo/scorev2
Replace lazer scoring with "ScoreV2"
2023-05-30 15:29:48 +09:00
Dean Herbert
3e94d4bb5a Fix cursor ripples appearing in a weird place when "autopilot" mod is enabled 2023-05-30 15:18:23 +09:00
Dean Herbert
14a376c041 Merge branch 'master' into scorev2 2023-05-30 14:34:43 +09:00
Dean Herbert
4e0f40bee5 Split out multiplier retrieval into a function and use a default multiplier for all rulesets 2023-05-30 14:20:26 +09:00
Dean Herbert
e72aba05a8
Merge pull request #23317 from cdwcgt/acc-challenge
Provide more accuracy modes for accuracy challenge mod
2023-05-30 13:33:08 +09:00
Dean Herbert
fd919879c3
Merge branch 'master' into acc-challenge 2023-05-30 13:24:34 +09:00
Dean Herbert
a0be526266 Adjust realm backup procedure to hard fail if running out of attempts
Previously, if the backup procedure failed, startup would continue and
the user's realm database may be deleted. I think in such a fail case
I'd rather the game didn't startup so the user gets in touch (or reads
the log files themselves) rather than potentially losing data.
2023-05-30 13:04:34 +09:00
Dean Herbert
79694897be Ensure a potential exception from cleanupPendingDeletions doesn't mark realm corrupt
The whole restructure here is to move the nested call out of the
`try-catch`. I noticed this while looking at a corrupt database issue a
user reported (https://github.com/ppy/osu/discussions/23694).

It's not the first time we've seen a corrupt database error where the
"corrupt" version works just fine on a second attempt.

Maybe this isn't the issue and it's just a transitive file access violation
but it definitely feels like this should be fixed regardless.
2023-05-30 13:00:17 +09:00
Dean Herbert
61d9b50993
Merge pull request #23640 from 17steen/make_pause_menu_translatable
Make GameplayMenuOverlay translatable
2023-05-30 09:36:19 +09:00
Bartłomiej Dach
5604dfb758
Merge branch 'master' into acc-challenge 2023-05-29 22:33:57 +02:00
Bartłomiej Dach
1b57b0d31c
Add testing 2023-05-29 22:33:46 +02:00
Bartłomiej Dach
314a0f80f3
Reword setting name & description 2023-05-29 22:12:37 +02:00
Bartłomiej Dach
36f60def6d
Merge pull request #23679 from cdwcgt/percentage-format-slider
Format percentage based on significant decimal digits
2023-05-29 21:18:23 +02:00
Dan Balasescu
1c199b83e3 Replace mania scroll "time" with scroll "speed" 2023-05-29 21:22:23 +09:00
Dean Herbert
b3ca409339 Rename a few remaining CountAccuracyJudgement variable 2023-05-29 20:08:22 +09:00
Dean Herbert
1558723420 Merge branch 'master' into scorev2 2023-05-29 20:06:32 +09:00
Dean Herbert
df662afbd5 Pass ScoreProcessorStatistics to FrameHeader, rather than the full processor 2023-05-29 20:00:42 +09:00
Dean Herbert
1a6d9e9ff0 Apply NRT to GameplayLeaderboardScore and change GetDisplayedScore handling
I don't feel too confident with the default scoring function being
assigned in the constructor to a publicly settable delegate. This just
feels a bit more elegant, and handles the (likely-never-used) case where
we need to restore the default function.

An alternative would be to provide the function as a `ctor` argument,
but I believe that wasn't done here to allow using the
`ILeaderboardScore` interface.
2023-05-29 20:00:29 +09:00
Dean Herbert
fcd7a1d51a Move GetDisplayScore xmldoc to interface and remove getter 2023-05-29 19:41:53 +09:00
Dean Herbert
9a886125ad Ensure GameplayScoreCounter's display score is updated on ScoringMode change
This isn't strictly required, but only because of a kind of hacky
behaviour where `HUDOverlay` will recreate all components on a scoring
mode change currently (see
8f6df5ea0f/osu.Game/Screens/Play/HUDOverlay.cs (L410-L418)).

Best we do this just in case that happens to go away in the future.
2023-05-29 19:00:02 +09:00
Dean Herbert
22be045de3 Apply NRT to GameplayScoreCounter 2023-05-29 18:48:17 +09:00
Dean Herbert
a789d1e49c Add xmldoc and change naming around ScoreProcessorStatistics a bit 2023-05-29 18:38:16 +09:00
Dean Herbert
b0501c4e5c Actually use paused header 2023-05-29 10:24:59 +09:00
Dean Herbert
f5b258a044
Merge branch 'master' into make_pause_menu_translatable 2023-05-29 01:16:52 +09:00
cdwcgt
333e785f8b
Revert "Provides higher precision settings"
This reverts commit ec61840e7d.

😐
2023-05-28 09:50:11 +09:00
Bartłomiej Dach
ba5f76fcc8
Merge pull request #23667 from peppy/fix-taiko-editor-placement-before-first-control-poiunt
Fix placing objects before the first control point in the osu!taiko editor failing
2023-05-27 17:58:28 +02:00
cdwcgt
a05312c9a2
simplify format method
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
2023-05-27 23:44:50 +09:00
cdwcgt
89c8ef3c9b
Format percentage based on significant decimal digits 2023-05-27 23:35:59 +09:00
cdwcgt
ec61840e7d
Provides higher precision settings 2023-05-27 23:25:01 +09:00
cdwcgt
318431a1b7
make MaximumAchievable to default 2023-05-27 21:27:32 +09:00
Robin Oger
cfa1280028 GameplayMenuOverlay.cs: add translatable strings for Retry count: and Song progress:
This makes the assumption that languages will prefer having the number on the right
2023-05-27 12:47:05 +02:00
Robin Oger
a01577cba5 Adapt changes to fit master 2023-05-27 12:29:14 +02:00
Robin Oger
d5bfbe2b89 Merge branch 'master' into make_pause_menu_translatable
# Conflicts:
#	osu.Game/Screens/Play/FailOverlay.cs
#	osu.Game/Screens/Play/GameplayMenuOverlay.cs
#	osu.Game/Screens/Play/PauseOverlay.cs
2023-05-27 12:22:50 +02:00
Bartłomiej Dach
06ea8efb16
Merge pull request #23662 from peppy/slider-control-point-no-distance-snap
Fix slider path placement snapping non-head nodes to distanced snapping grid
2023-05-26 20:39:28 +02:00
Bartłomiej Dach
53c91349fe
Merge branch 'master' into slider-control-point-no-distance-snap 2023-05-26 19:52:54 +02:00
Bartłomiej Dach
e35201cb99
Don't snap non-head slider nodes to distance grid during placement either
1cd69220ef only disabled snapping the
aforementioned nodes to distance grid for already-placed sliders.
`SliderPlacementBlueprint` has its own logic for placement, so the fix
needs to be mirrored there too.
2023-05-26 19:51:20 +02:00
Bartłomiej Dach
574ecf939c
Merge pull request #23647 from peppy/pause-screen-progress
Show current progress on pause screen
2023-05-26 19:36:30 +02:00
Dean Herbert
725734bc03
Merge pull request #23649 from peppy/keep-selection-buttons-on-screen
Ensure editor selection buttons remain on screen when selection is near edge
2023-05-26 20:51:45 +09:00
Dean Herbert
6b0e215246 Add (int) flooring and handle potential NaN value 2023-05-26 20:44:13 +09:00
Dean Herbert
cb468fa4ec Fix OverlappingScrollAlgorithm returning incorrect results for TimeAt before first control point 2023-05-26 19:59:19 +09:00
Dean Herbert
3c69956b55 Fix incorrect catch grid specification 2023-05-26 10:41:29 +09:00
Bartłomiej Dach
eb471091c7
Merge pull request #20829 from peppy/sample-set-controls
Add sample bank selection controls (and hotkeys) to editor
2023-05-25 22:49:46 +02:00
Bartłomiej Dach
96fe7cbe54
Merge branch 'master' into sample-set-controls 2023-05-25 21:58:16 +02:00
Bartłomiej Dach
7d8f08c0ea
Fix ComposeBlueprintContainer briefly assigning auto bank
Seems to have had no consequence due to the way
`AutomaticBankAssignment` works (that flag is checked in
`PlacementBlueprint.UpdateTimeAndPosition()`, which runs essentially
every frame), but let's avoid putting it there at all ever.
2023-05-25 21:49:29 +02:00
Bartłomiej Dach
adee624a8f
Change PlacementBlueprint.AutomaticBankAssignment to property
Mostly for consistency.
2023-05-25 21:32:21 +02:00
Bartłomiej Dach
b9be886ae1
Merge branch 'master' into pause-screen-progress 2023-05-25 20:34:11 +02:00