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Commit Graph

4211 Commits

Author SHA1 Message Date
Dean Herbert
7cd24ba58e
Disallow mistimed firing of beat sync for break overlay for now
It doesn't work well with pause/resume.
2024-09-04 18:00:32 +09:00
Dean Herbert
6c89c4eed6
Fix rewind causing weirdness with progress bar animation 2024-09-03 18:50:57 +09:00
Dean Herbert
eb70a1b72d
Change middle text to only animate initially 2024-08-28 15:57:42 +09:00
Dean Herbert
47a52d10eb
Revert "Add slight parallax to centre content"
This reverts commit 90d06d4496.
2024-08-28 15:32:59 +09:00
Dean Herbert
90d06d4496
Add slight parallax to centre content 2024-08-27 16:37:27 +09:00
Dean Herbert
6f1664f0a6
Add beat-synced animation to break overlay
I've been meaning to make the progress bar synchronise with the beat
rather than a continuous countdown, just to give the overlay a bit more
of a rhythmic feel.

Not completely happy with how this feels but I think it's a start?

I had to refactor how the break overlay works in the process. It no
longer creates transforms for all breaks ahead-of-time, which could be
argued as a better way of doing things. It's more dynamically able to
handle breaks now (maybe useful for the future, who knows).
2024-08-27 16:34:37 +09:00
Dean Herbert
98faa07590
Apply NRT to BreakOverlay 2024-08-27 15:01:51 +09:00
Dean Herbert
797b020747
Add shadow around break overlay middle content to make sure it remains visible 2024-08-27 15:01:50 +09:00
Dean Herbert
abdbe510b8
Move break overlay (and cursor) further forward in depth
I didn't really want to move the cursor in front of the HUD, but we face
a bit of an impossible scenario otherwise (it should definitely be in
front of the break overlay for visibility).

So I'll deal with it for now.
2024-08-27 14:52:11 +09:00
Dean Herbert
9a21174582
Move GlobalSkinnableContainers to global scope 2024-08-22 18:46:07 +09:00
Dean Herbert
f37cab0c6e
Rename SkinComponentsContainerLookup to GlobalSkinnableContainerLookup 2024-08-22 18:39:36 +09:00
Dean Herbert
41756520b1
Rename SkinComponentsContainer to SkinnableContainer 2024-08-22 17:42:50 +09:00
Dean Herbert
54e5f1c9f0
Merge pull request #29556 from frenzibyte/kiai-star-bursts
Add star fountains/bursts when entering kiai mode in gameplay
2024-08-22 14:14:25 +09:00
Salman Ahmed
c92af71029 Add in-gameplay version of kiai star fountains/burst 2024-08-21 17:34:38 +09:00
Salman Ahmed
0d358a1dae Fix resume overlay appearing behind HUD/skip overlays 2024-08-21 02:53:11 +09:00
Dean Herbert
6985e2e657
Increase default visibility on touch platforms 2024-08-19 20:32:05 +09:00
Dean Herbert
005b1038a3
Change "hold for menu" button to only show for touch by default 2024-08-19 20:23:25 +09:00
Salman Ahmed
3a4546d62d Remove x symbol from argon mania combo counter 2024-08-15 15:08:35 +09:00
Dean Herbert
e465049050
Merge branch 'master' into mania-combo-counter 2024-08-14 15:12:00 +09:00
ArijanJ
fed5b9d747
Fix one more inspectcode warning 2024-08-10 09:45:30 +02:00
ArijanJ
d01e76d9db
Fix double blank line 2024-08-09 23:08:22 +02:00
ArijanJ
2dee8bef7e
Add option to hide song progress time/text 2024-08-09 22:50:37 +02:00
Dean Herbert
161734af95
Simplify argon mania combo counter implementation by sharing with base counter 2024-08-09 15:46:57 +09:00
Dean Herbert
e645651ef4
Merge branch 'master' into mania-combo-counter 2024-08-09 00:19:17 +09:00
Dean Herbert
8619bbb943
Fix legacy key counter's background being visible when intended to be hidden 2024-08-06 16:12:00 +09:00
Salman Ahmed
818b60a3d8 Fix pause overlay hiding input from ruleset input manager
If a key is pressed while the pause overlay is visible, the ruleset input manager will not see it, therefore if the user resumes while the key is held then releases the key, the ruleset input manager will not receive the key up event.
2024-07-19 18:48:35 +03:00
Salman Ahmed
d7651ef387 Add extensive test cases for correct input handling while paused in osu! & non-osu! 2024-07-19 18:48:35 +03:00
Dean Herbert
75344f9c5c
Fix break overlay progress bar becoming a pancake near end of break 2024-07-10 19:28:37 +09:00
Dean Herbert
5350945340
Update HasFlag usages 2024-07-03 00:19:04 +09:00
Bartłomiej Dach
659505f711
Adjust calls to GetContainingInputManager() 2024-06-18 07:41:19 +02:00
Dean Herbert
15fbad0097
Merge pull request #28480 from bdach/storyboard-pass-fail-show
Implement toggling visibility of pass and fail storyboard layers
2024-06-16 11:08:00 +09:00
Dean Herbert
ff2d721029
Inline enabled setting 2024-06-15 17:34:04 +08:00
Shiumano
6c82f1de9b Set to enable or disable at load time 2024-06-14 21:43:17 +09:00
Bartłomiej Dach
67ca7e4135
Implement toggling visibility of pass and fail storyboard layers
Closes https://github.com/ppy/osu/issues/6842.

This is a rather barebones implementation, just to get this in place
somehow at least. The logic is simple - 50% health or above shows pass
layer, anything below shows fail layer.

This does not match stable logic all across the board because I have
no idea how to package that. Stable defines "passing" in like fifty
ways:

- in mania it's >80% HP
  (bb57924c15/osu!/GameModes/Play/Rulesets/Mania/RulesetMania.cs#L333-L336)
- in taiko it's >80% *accuracy*
  (bb57924c15/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L486-L492)
- there's also the part where "geki additions" will unconditionally set
  passing state
  (bb57924c15/osu!/GameModes/Play/Player.cs#L3561-L3564)
- and also the part where at the end of the map, the final passing state
  is determined by checking whether the user passed more sections than
  failed
  (bb57924c15/osu!/GameModes/Play/Player.cs#L3320)

The biggest issues of these are probably the first two, and they can
*probably* be fixed, but would require a new member on `Ruleset` and I'm
not sure how to make one look, so I'm not doing that at this time
pending collection of ideas on how to do that.
2024-06-14 13:59:02 +02:00
ColdVolcano
4048a4bdfb fix accuracy counter separating whole and fraction parts with wireframes off 2024-06-11 02:20:14 -06:00
Bartłomiej Dach
4cd1ccc4d4
Merge branch 'master' into add-rank-display 2024-06-07 09:33:03 +02:00
Bartłomiej Dach
bdfce4b9da
Fix xmldoc reference 2024-05-27 08:26:00 +02:00
Dean Herbert
11c3d11db9
Fix cinema mod not hiding playfield skin layer 2024-05-27 14:52:28 +09:00
Dean Herbert
d0b1ebff5a
Revert "Temporary rollback of framework / SDL3"
This reverts commit d7d569cf4e.
2024-05-22 16:29:39 +08:00
Dean Herbert
d7d569cf4e
Temporary rollback of framework / SDL3 2024-05-21 14:36:16 +08:00
Dean Herbert
cff865b556
Continue loading even when osu! logo is being dragged at loading screen
Closes https://github.com/ppy/osu/issues/28130.
2024-05-14 23:54:07 +08:00
Salman Ahmed
6ddf8f8498 Few cleanups 2024-05-10 06:55:02 +03:00
Salman Ahmed
49692e168e Fix ModDisplay expanding on load with "always contracted/expanded" modes
This is especially visible when reloading `SongSelectFooterV2` while multiple mods are already selected. The mods will appear expanded then contract.
2024-05-10 06:48:18 +03:00
Salman Ahmed
6b91b4abf4 Add simple implementation for extended mods display in new footer design 2024-05-10 02:20:48 +03:00
Joseph Madamba
1665c5e0e1 Use existing AutomaticallyDownloadMissingBeatmaps localisation on solo spectator screen 2024-05-05 14:41:48 -07:00
Dean Herbert
f9ef689492
Don't hide playfield layer with HUD 2024-05-02 15:36:40 +08:00
Dean Herbert
b8209b92f6
Add delay before delayed resume starts
It was previously a bit sudden after dismissing the pause screen. Now
there's a short delay before the actual countdown begins.
2024-05-01 20:30:48 +08:00
Dean Herbert
87e814e201
Fix incorrect xmldoc and adjust colour provider to match Player 2024-05-01 20:30:36 +08:00
Dean Herbert
67c0d7590a
Decrease alpha of delayed resume overlay as count approaches zero
Allows better visibility of playfield underneath it.
2024-05-01 20:29:28 +08:00
Dean Herbert
221af74f95
Merge branch 'master' into generic-math 2024-04-23 22:21:31 +08:00