Unfortunately breaks a few classes (which is fixable), and also breaks
Moq/Castle dynamic proxies (which is unfortunate).
Relevant error:
System.TypeLoadException : Method 'GetPanelBackground' in type 'Castle.Proxies.IWorkingBeatmapProxy' from assembly 'DynamicProxyGenAssembly2, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
Stack Trace:
at System.Reflection.Emit.TypeBuilder.CreateTypeNoLock()
at System.Reflection.Emit.TypeBuilder.CreateTypeInfo()
at Castle.DynamicProxy.Generators.Emitters.AbstractTypeEmitter.BuildType()
at Castle.DynamicProxy.Generators.BaseInterfaceProxyGenerator.GenerateType(String typeName, INamingScope namingScope)
at Castle.DynamicProxy.Generators.BaseProxyGenerator.<>c__DisplayClass13_0.<GetProxyType>b__0(CacheKey cacheKey)
at Castle.Core.Internal.SynchronizedDictionary`2.GetOrAdd(TKey key, Func`2 valueFactory)
at Castle.DynamicProxy.Generators.BaseProxyGenerator.GetProxyType()
at Castle.DynamicProxy.DefaultProxyBuilder.CreateInterfaceProxyTypeWithoutTarget(Type interfaceToProxy, Type[] additionalInterfacesToProxy, ProxyGenerationOptions options)
at Castle.DynamicProxy.ProxyGenerator.CreateInterfaceProxyTypeWithoutTarget(Type interfaceToProxy, Type[] additionalInterfacesToProxy, ProxyGenerationOptions options)
at Castle.DynamicProxy.ProxyGenerator.CreateInterfaceProxyWithoutTarget(Type interfaceToProxy, Type[] additionalInterfacesToProxy, ProxyGenerationOptions options, IInterceptor[] interceptors)
at Moq.CastleProxyFactory.CreateProxy(Type mockType, IInterceptor interceptor, Type[] interfaces, Object[] arguments) in C:\projects\moq4\src\Moq\Interception\CastleProxyFactory.cs:line 50
In theory it would be possible to fix this via application of
[assembly: InternalsVisibleTo("DynamicProxyGenAssembly2")]
onto the `osu.Game` assembly, but I think this would be bad precedent.
Entering song select has seen a hit since the new renderer
implementations. The underlying cause is large numbers of vertex buffer
uploads (the counter hits >200k for me during the transition).
Song select is in the process of being redesigned, and we are probably
going to make improvements to the renderer to alleviate this, but in the
mean time we can greatly improve the user experience by reducing how
long the initial fade in delays take on panels.
Visually this doesn't look too jarring, and gives a more immediate
feeling when scrolling. It's also more feasible to load elements sooner
with https://github.com/ppy/osu/pull/23809 applied.
While `EndTime + tickSpacing` _was_ closer to what stable was using, it
could cause undesirable edge cases wherein a tick would be spawned
outside of the drum roll's duration
(see https://github.com/ppy/osu/pull/23768/files#r1222073027).
For this reason, stick with the old code for now, as it is not as
susceptible to that sort of breakage.
This is an effort to improve general performance at song select. At
least on the metal renderer, I can notice very high draw frame overheads
related to texture uploads.
By reducing the size of the texture uploads to roughly match what is
actually being displayed on screen (using a relatively inexpensive crop
operation), we can bastly reduce stuttering both during initial load and
carousel scroll.
You might ask if it's safe to disable mipmapping, but I've tested with
lower resolutions and bilinear filtering seems to handle just fine.
Bilinear without mipmaps only falls apart when you scale below 50% and
we're not going too far past that at minimum game scale, if at all.