Update framework
DrawableExtensions.With<T>()
GetContainingInputManager()
GetContainingFocusManager()
AudioFilter
Co-authored-by: Dan Balasescu <smoogipoo@smgi.me>
Make NodeSamples editable
Apparently this is a stable feature and is helpful for modding.
Reduce editor opacity of several editor components when hovering over composer
Implement event feed view for daily challenge screen
Addresses https://github.com/ppy/osu/discussions/24384.
Move timeline toggle controls to "view" menu
To silence inspections.
Account for osu! circle radius when drawing playfield border
Annotate `ControlPoint` and `Mod` for AOT trimming support
Same deal with this class. Fully qualifying the type names because this has `#nullable disable` and makes use of `NotNull` which is also present in the `System.Diagnostics.CodeAnalysis` namespace and AAAAAAARGH NAMESPACE CONFLICTS.
Addresses https://github.com/ppy/osu/discussions/13167.
Implement relax mod for taiko
Implement toggling visibility of pass and fail storyboard layers
Disable the automatic offset adjustment button if the offset of the previous play was 0
Changed Catch NF penalty to match Osu
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 (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Rulesets/Mania/RulesetMania.cs#L333-L336) - in taiko it's >80% *accuracy* (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L486-L492) - there's also the part where "geki additions" will unconditionally set passing state (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/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 (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/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.
Fix excessive `applause` audio balancing in result screen
Fix missing texture on extremely long hold notes
Allow modifying hold note start/end time via mania composer playfield