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Commit Graph

3857 Commits

Author SHA1 Message Date
Dean Herbert
7c3a626f4b
Add basic animation for combo counter 2023-11-10 15:53:05 +09:00
Dean Herbert
6c1d48dfaf
Remove unused function 2023-11-10 15:53:05 +09:00
Dean Herbert
f31c1c9c79
Rename and move skinnable line component to a more commomn place 2023-11-10 15:53:05 +09:00
Salman Ahmed
d3af3c615f Merge branch 'master' into gameplay-hud-redesign/counters 2023-11-10 01:04:03 +03:00
Salman Ahmed
6f5d905ce7 Update argon accuracy counter design 2023-11-10 01:02:05 +03:00
Salman Ahmed
2ef17c56b1 Remove unused local 2023-11-08 02:13:35 +03:00
Salman Ahmed
18c71c95cc Merge branch 'master' into gameplay-hud-redesign/counters 2023-11-08 02:12:37 +03:00
Salman Ahmed
4de5454538 Bring back left-side line next to health display
Makes the score counter not look weird when it reaches 8 digits
2023-11-08 02:07:15 +03:00
Salman Ahmed
fdc714a248 Support percentages and ignore dot characters in wireframes part 2023-11-08 02:06:14 +03:00
Salman Ahmed
d30bac3f49 Move "required display digits" feature to reside in argon score counter 2023-11-08 02:06:14 +03:00
Salman Ahmed
e6d3085353 Update accuracy counter design 2023-11-08 02:06:14 +03:00
Salman Ahmed
cbea2db4be Support absolute-sized health bar and use it for default layout 2023-11-08 02:06:14 +03:00
Dean Herbert
c00a1d948a
Merge branch 'master' into better-touch-settings 2023-11-07 23:21:59 +09:00
Dean Herbert
3e257f1e6c
Remove unused using statements 2023-11-07 23:21:51 +09:00
Susko3
fcd73e62d2 Remove mobile specific changes
Will be added back in a separate PR
2023-11-07 13:06:14 +01:00
Susko3
7385c3c97b Move InputSettings children creation code to BDL
- Avoids now obsolete variable name
- Makes changing to touch detection easier (access to session statics in BDL)
2023-11-07 00:17:15 +01:00
Susko3
05d9418718 Rename setting to TouchDisableGameplayTaps for better visibility when searching 2023-11-07 00:13:46 +01:00
Salman Ahmed
0dbba13686 Split argon score sprite text and update combo counter design 2023-11-07 01:59:36 +03:00
Salman Ahmed
7c1c62ba8a Remove argon combo wedge and update combo counter position 2023-11-07 01:59:36 +03:00
Salman Ahmed
ce36884ef0 Make score wireframes display up to required digits count 2023-11-07 01:59:36 +03:00
Salman Ahmed
754e05213c Update argon score wedge design 2023-11-07 01:59:36 +03:00
Susko3
f8b5ecc92a Update UI to use the new setting 2023-11-06 21:07:15 +01:00
Dean Herbert
0915ac8891
Use left aligned text for non-rotate key counter 2023-11-06 16:32:12 +09:00
Susko3
9947897c5f Use appropriate clicks/taps text in player loader input settings 2023-11-05 12:53:40 +01:00
Susko3
fa1d1df594 Rename mouse button string to Disable clicks during gameplay 2023-11-05 12:43:14 +01:00
Salman Ahmed
1d4f4cf4c3 Merge branch 'master' into gameplay-hud-redesign/counters 2023-11-05 02:02:36 +03:00
Salman Ahmed
6c3169a0ed Remove PP wedge and logic for gameplay layout 2023-11-05 01:56:54 +03:00
Salman Ahmed
a23dfbeab5 Revert "Abstractify PP counter logic from the "Triangles" implementation"
This reverts commit daf4a03fd0.
2023-11-05 01:55:54 +03:00
Salman Ahmed
58a830fc5b Revert "Add "Argon" performance points counter"
This reverts commit 56eeb117ce.
2023-11-05 01:55:54 +03:00
Salman Ahmed
1c844a155e Remove health line detail 2023-11-05 01:55:54 +03:00
Salman Ahmed
91cf237fc1 Revert health display settings changes 2023-11-05 01:55:54 +03:00
Joseph Madamba
16731ff85f
Fix text positioning 2023-11-02 20:42:28 -07:00
Joseph Madamba
b3dfe19472
Fix UprightAspectMaintainingContainer not being centred 2023-11-02 20:42:28 -07:00
Joseph Madamba
090601b485
Apply peppy's upright key counter attempt diff
Co-Authored-By: Dean Herbert <pe@ppy.sh>
2023-11-02 20:42:23 -07:00
Dean Herbert
7ceced7012
Scope TestPauseWithLargeOffset to focus on what matters
See https://github.com/ppy/osu/actions/runs/6693917410/job/18186111009

This test is to make sure we don't seek before the original
pause time, so I've exposed that value precisely to avoid
CI woes.
2023-10-31 14:47:04 +09:00
Bartłomiej Dach
19d10e5e45
Merge pull request #25300 from peppy/better-submission-logging
Improve log output surrounding score submission
2023-10-30 09:04:06 +01:00
Dean Herbert
caddbacfe8
Merge branch 'master' into gameplay-hud-redesign/counters 2023-10-30 16:35:10 +09:00
Dean Herbert
a91b704d21
Fix some new nullable inspections 2023-10-30 15:10:10 +09:00
Dean Herbert
d90f29a5ff
Improve log output surrounding score submission 2023-10-30 15:07:26 +09:00
Dean Herbert
5a9d4170e8
Merge pull request #24794 from bdach/score-encoding-cleanup
Correctly handle multiple online score ID types
2023-10-28 02:29:56 +09:00
Bartłomiej Dach
35f30d6135
Scale back debug assertion
The import preparation task can actually be non-null when exiting even
if the player hasn't passed:

- fail beatmap
- click import button to import the failed replay
2023-10-27 14:39:58 +02:00
Bartłomiej Dach
dc7f5cd6ed
Add preventive assertions concerning submission flow state 2023-10-27 13:30:51 +02:00
Bartłomiej Dach
2d5b1711f6
Share !HasPassed condition 2023-10-27 13:27:48 +02:00
Bartłomiej Dach
86a8ab6db6
Fix quick retry immediately after completion marking score as failed
Closes https://github.com/ppy/osu/issues/25247.

The scenario involved here is as follows:

1. User completes beatmap by hitting all notes.
2. `checkScoreCompleted()` determines completion, and calls
   `progressToResults(withDelay: true)`.
3. `progressToResults()` schedules `resultsDisplayDelegate`, which
   includes a call to `prepareAndImportScoreAsync()`, a second in the
   future.
4. User presses quick retry hotkey.
   This calls `Player.Restart(quickRestart: true)`,
   which invokes `Player.RestartRequested`,
   which in turn calls `PlayerLoader.restartRequested(true)`,
   which in turn causes `PlayerLoader` to make itself current,
   which means that `Player.OnExiting()` will get called.
5. `Player.OnExiting()` sees that `prepareScoreForDisplayTask` is null
   (because `prepareAndImportScoreAsync()` - which sets it -
   is scheduled to happen in the future), and as such assumes that
   the score did not complete. Thus, it marks the score as failed.
6. `Player.Restart()` after invoking `RestartRequested` calls
   `PerformExit(false)`, which then will unconditionally call
   `prepareAndImportScoreAsync()`. But the score has already been marked
   as failed.

The flow above can be described as "convoluted", but I'm not sure I have
it in me right now to try and refactor it again. Therefore, to fix,
switch the `prepareScoreForDisplayTask` null check in
`Player.OnExiting()` to check `GameplayState.HasPassed` instead, as it
is not susceptible to the same out-of-order read issue.
2023-10-27 12:17:03 +02:00
Dean Herbert
fc25e24397
Merge branch 'master' into score-encoding-cleanup 2023-10-27 18:03:38 +09:00
Bartłomiej Dach
fdb81bfa4c
Rename methods to not mention "source clock" anymore 2023-10-26 19:38:52 +02:00
Bartłomiej Dach
565ae99e0d
Fix StopUsingBeatmapClock() applying adjustments to track it was supposed to stop using
- Closes https://github.com/ppy/osu/issues/25248
- Possibly also closes https://github.com/ppy/osu/issues/20475

Regressed in e33486a766.

`StopUsingBeatmapClock()` intends to, as the name says, stop operating
on the working beatmap clock to yield its usage to other components on
exit. As part of that it tries to unapply audio adjustments so that
other screens can apply theirs freely instead.

However, the aforementioned commit introduced a bug in this. Previously
to it, `track` was an alias for the `SourceClock`, which could be
mutated in an indirect way via `ChangeSource()` calls. The
aforementioned commit made `track` a `readonly` field, initialised in
constructor, which would _never_ change value. In particular, it would
_always_ be the beatmap track, which meant that
`StopUsingBeatmapClock()` would remove the adjustments from the beatmap
track, but then at the end of the method, _apply them onto that same
track again_.

This was only saved by the fact that clock adjustments are removed again
on disposal of the `MasterGameplayClockContainer()`. This - due to async
disposal pressure - could explain infrequently reported cases wherein
the track would just continue to speed up ad infinitum.

To fix, fully substitute the beatmap track for a virtual track at the
point of calling `StopUsingBeatmapClock()`.
2023-10-26 19:38:52 +02:00
Bartłomiej Dach
ca4b09f8ef
Merge branch 'master' into score-encoding-cleanup 2023-10-26 09:04:05 +02:00
Salman Ahmed
07e7d533bf Bake external scale factors into glyph scale 2023-10-26 10:01:27 +03:00
Salman Ahmed
df80b4dcab Update "Argon" health display specifications to match design
Also adds a little white bar next to the display to match with the
components below it (score/accuracy/combo counters).
2023-10-26 09:12:05 +03:00