Salman Ahmed
912c8b0901
currentSpins
-> completedFullSpins
2023-09-06 00:10:41 +03:00
Bartłomiej Dach
03c61a573e
Block input to objects lying under already-hit hitcircles when classic note lock is active
2023-09-05 22:50:27 +02:00
Salman Ahmed
3bcddf3cc8
Add gap of two whole spins before achieving bonus score
2023-08-27 01:54:10 +03:00
Salman Ahmed
d614e745b8
Calculate spinner ticks as "whole spins" without arbitrary factors
2023-08-27 01:27:31 +03:00
Salman Ahmed
e77581f641
wholeSpins
-> currentSpins
2023-08-27 01:27:31 +03:00
Bartłomiej Dach
ed2b1a0754
Contain entirety of legacy notelock badness inside the hit policy
2023-08-24 08:52:49 +02:00
Liam DeVoe
768d7b5e1c
correct implementation of stable notelock
2023-07-17 23:31:21 -04:00
Dean Herbert
e0fc97bb93
Replace various local implementations of rewinding checks with new property
2023-07-07 15:21:24 +09:00
Dean Herbert
0ab0c52ad5
Automated pass
2023-06-24 01:00:03 +09:00
Bartłomiej Dach
7e5533e205
Fix not being able to receive full score for extremely short sliders with repeats
...
Closes #23862 .
Score V2 is a scoring algorithm, which aside from the raw numerical
values of each judgement, incorporates a combo component, wherein each
judgement's "combo score" is derived from both the raw numerical value
of the object and the current combo after the given judgement. In
particular, this means that Score V2 is sensitive to the _order_ of
judging objects, as if two objects with the same start time are judged
using different ordering, they can end up having a different "combo
score".
The issue that this change is fixing is an instance of one such
reordering. Upon inspection, it turned out that the simulated autoplay
run, which is used to determine max possible score so that it can be
standardised to 1 million again, was processing a slider repeat before a
slider tail circle, while actual gameplay was processing the same slider
repeat _after_ the slider tail circle.
The cause of that behaviour is unfortunately due to `LegacyLastTick`.
The sliders which cause the issue are extremely short. Stable had a
behaviour, in which to provide leniency, slider tails were artificially
offset back by 36ms. However, if the slider is not long enough to make
this possible, the last tick is placed in the middle of the slider. If
that slider also happens to have exactly 1 repeat, then this means that
the last tick and the repeat have the same time instant.
Because of the time equality, what begins to matter now is the _order_
of processing the elements of the drawable slider in the hierarchy. For
the purposes of legacy skins, tail circles were moved below ticks in
fce3eacd7d
- but in this particular case,
it means that the order of processing the slider elements is now
inadvertently inverted, causing the entire debacle.
While the fact that scoring depends on order of processing of visuals is
suboptimal, there isn't a great way to address this without significant
restructuring. Due to the structure of processing judgements currently
in place, in which each judgement is processed independently from others
by its corresponding drawable hit object, this is probably the best that
can be done for the time being at least.
2023-06-10 12:14:08 +02:00
Salman Ahmed
62cb6a98ca
Remove redundant nullable suppression directives
2023-06-07 08:20:41 +03:00
Dean Herbert
dc51d5ecf3
Rename GetSampleInfo
to better describe what method does
...
Also add full xmldoc
2023-05-17 14:07:48 +09:00
Bartłomiej Dach
a45f0b65a1
Merge pull request #23372 from peppy/fix-slider-end-circle-appear-delay
...
Fix fade in delay for first slider end circle being incorrect when snaking disabled
2023-05-03 19:06:39 +02:00
Dean Herbert
a619812cab
Fix nullability and remove extra preempt from SliderEndCircle
calculation
2023-05-02 16:36:43 +09:00
Dean Herbert
1a04be15c7
Fix fade in delay for first slider end circle being incorrect when snaking disabled
2023-05-02 16:27:17 +09:00
OliBomby
27cfadca16
add sample info to Banana and SpinnerBonusTick
2023-05-01 14:54:06 +02:00
OliBomby
41d4894aa3
add min and max value to SliderVelocity
2023-04-30 19:32:24 +02:00
OliBomby
1eb2e35dff
fix ticks not being generated by default
2023-04-30 16:03:58 +02:00
OliBomby
d97daee96b
remove all non-test usage of SampleControlPoint
2023-04-26 13:55:39 +02:00
OliBomby
6c70948681
Remove IContext & add IHasGenerateTicks
2023-04-26 13:10:57 +02:00
OliBomby
e4b64bdc3e
clean up code stuff
2023-04-25 19:06:29 +02:00
OliBomby
66eda40cdf
fix implementations of IHasSliderVelocity
2023-04-25 18:22:22 +02:00
OliBomby
065464d90c
Fixed DifficultyPointPiece
2023-04-25 18:12:53 +02:00
OliBomby
97910d6be6
remove unused directives
2023-04-25 13:06:37 +02:00
OliBomby
891b87a5ff
remove ApplyLegacyInfo method
2023-04-25 12:52:21 +02:00
OliBomby
ea1e6e9798
Add LegacyContext
2023-04-25 12:12:46 +02:00
OliBomby
a4c6850ab2
made the SampleControlPoint and DifficultyControlPoint obsolete
2023-04-25 11:34:09 +02:00
Bartłomiej Dach
6b9472c367
Merge branch 'master' into skin-per-ruleset-layouts
2023-02-17 22:58:38 +01:00
Dean Herbert
675e5b81f3
Fix SkinnableLighting
showing up as a user placeable component
2023-02-17 18:24:05 +09:00
Dean Herbert
da8ab7143b
Merge branch 'master' into maximum-judgement-offset-in-hit-object
2023-02-15 14:48:15 +09:00
Dean Herbert
74ab036f3e
Refactor SkinnableSound.Samples
to be non-nullable
2023-01-27 19:32:30 +09:00
ekrctb
11e1b22bf5
Move MaximumJudgementOffset to HitObject
...
We want to access this property for computing lifetime
2023-01-19 21:23:55 +09:00
Dan Balasescu
7bc8908ca9
Partial everything
2022-11-27 00:00:27 +09:00
Dean Herbert
1aa0e40f2f
Add "Component" prefix to lookup naming
2022-11-09 17:46:43 +09:00
Dean Herbert
c908969d9b
Rename ISkinComponent
to ISkinLookup
2022-11-09 17:46:43 +09:00
Dean Herbert
ab458320c4
Fix some lingering inspections
2022-11-09 17:46:24 +09:00
Dean Herbert
710c224de4
Remove unused IHasMainCirclePiece
interface
2022-11-09 13:31:50 +09:00
Dean Herbert
8c9250285f
Revert incorrect removal default value (causing a new warning)
2022-10-29 18:09:27 +09:00
Dean Herbert
19e0b9085c
Remove redundant parameters
2022-10-29 00:24:33 +09:00
Dean Herbert
674ae9e742
Refactor DrawableSliderHead
to never update the drawable position
...
Slider heads are guaranteed to always be drawn at (0,0). This fixes
weird behaviour in the editor, but also simplifies things in the
process. Win-win.
Closes #20644 .
2022-10-26 15:26:22 +09:00
Salman Ahmed
7d31eaea54
Move ball tinting logic to overwrite SliderBall
colour
2022-10-20 03:55:53 +03:00
Dean Herbert
299131c985
Merge pull request #20816 from frenzibyte/adjust-slider-fade-parameters
...
Adjust slider fade out transition to match stable
2022-10-19 12:04:24 +09:00
Salman Ahmed
13e2323791
Adjust fade out duration to match stable
2022-10-18 23:48:51 +03:00
Salman Ahmed
03edfce822
Remove fade easing from sliders
2022-10-18 23:43:42 +03:00
Salman Ahmed
d46bc7f72a
Adjust fade out time to match stable
2022-10-18 23:43:31 +03:00
Dan Balasescu
083a13f041
Merge pull request #20680 from peppy/fix-slider-ball-editor-rewind
...
Fix slider ball facing incorrect direction during rewinding in editor
2022-10-11 17:47:17 +09:00
Dean Herbert
f060e6a780
Implement hold "sliding" samples in osu!mania
2022-10-11 16:31:37 +09:00
Dean Herbert
33620b7bd6
Fix slider ball facing incorrect direction during rewinding in editor
...
Closes https://github.com/ppy/osu/issues/20648 .
2022-10-10 15:24:18 +09:00
Dan Balasescu
b6db36dcca
Merge pull request #20580 from peppy/approach-circle-fade-out
...
Hide approach circles immediate on successful hit
2022-10-05 19:17:57 +09:00
Dean Herbert
52002d91dd
Only apply dim at top level objects
2022-10-05 17:48:56 +09:00
Dean Herbert
56d424003d
Fix sliders not dimming correctly due to modified miss window
2022-10-05 14:25:04 +09:00
Dean Herbert
44b99444a7
Hide approach circles immediate on successful hit
2022-10-05 13:42:04 +09:00
Dean Herbert
c2956c6e1e
Add osu! hit object dim
...
Stable would dim objects when they can't be hit (ie. the "miss" window
is not active yet). This was never implemented in lazer, and causes
quite large visual differences.
No one has mentioned this yet, but it will definitely be one of those
missing pieces which makes lazer feel different to stable.
2022-10-04 17:28:17 +09:00
Dan Balasescu
cbed268ac9
Merge pull request #20510 from sw1tchbl4d3r/high_bpm_judgements
...
Clamp `LifetimeStart` of `HitObject`s to their judgement windows
2022-09-28 17:49:35 +09:00
sw1tchbl4d3
0cffbb7562
Clamp LifetimeStart
of HitObject
's to their judgement windows
2022-09-27 16:54:24 +02:00
Dean Herbert
a7449380cd
Fix osu! slider ticks appearing too late
2022-09-26 14:11:59 +09:00
Dean Herbert
749053481a
Update osu! hitobject implementation to avoid triggering ClearInternal
2022-09-22 15:04:20 +09:00
Dean Herbert
b844d76311
Move Shake
logic local to hitcircle/slider
2022-09-22 15:04:20 +09:00
Dean Herbert
2bdc6417e9
Mark DrawableOsuHitObject
abstract
for clarity
2022-09-22 14:44:03 +09:00
Dean Herbert
289e6ad977
Fix follow point animations in legacy skins not always starting at correct point in time
2022-09-16 15:12:05 +09:00
Dean Herbert
6a35b233e5
Merge branch 'master' into remove-dispose-updates
2022-09-01 23:03:19 +09:00
Dean Herbert
105aa01e7d
Update usages of RemoveInternal
2022-08-29 15:57:40 +09:00
Dean Herbert
a215d009fe
Update Remove
/RemoveRange
/RemoveAll
calls in line with framework changes
2022-08-29 15:57:40 +09:00
Khang
9c6968e96d
Remove unused import in Slider
2022-08-24 02:54:40 -04:00
Khang
ec9daec93b
Remove unnecessary workaround
2022-08-23 14:18:40 -04:00
Khang
c1ced85b5e
Move GenerateTicks to LegacyDifficultyControlPoint and remove support for NaN slider velocity support for other rulesets (at least for now)
2022-08-23 14:07:18 -04:00
Khang
a81672f3dc
Use an infinite tick distance instead of directly disabling tick generation for SliderEventGenerator
2022-08-22 23:31:24 -04:00
Khang
9f08c474ca
Treat NaN slider velocity timing points as 1.0x but without slider ticks
2022-08-22 21:58:38 -04:00
Dean Herbert
9a4d0494de
Adjust various pooling defaults to better handle more intense beatmaps
2022-08-05 18:09:07 +09:00
Salman Ahmed
d8cce5fe36
Fix OsuHitObject
not using property wrapper properly
2022-07-19 07:52:12 +03:00
Salman Ahmed
8f80a22ef9
Fix osu! and catch hitobjects no longer scaled to 1 by default
2022-07-19 07:00:13 +03:00
Salman Ahmed
1051009827
Change bindable properties in all HitObject
s to be lazily initialised
2022-07-19 05:39:10 +03:00
goodtrailer
e6a05ce3e2
Slow down legacy followcircle animations
2022-07-03 13:51:30 -07:00
goodtrailer
0e0e9968ac
Split ball and followcircle into default/legacy files
2022-06-29 01:23:35 -07:00
Dean Herbert
31a447fda0
Update parameter discards
2022-06-24 21:26:19 +09:00
Dan Balasescu
f8830c6850
Automated #nullable processing
2022-06-17 16:37:17 +09:00
Salman Ahmed
b6e97e699a
Remove unnecessary position specification
2022-06-07 00:34:18 +03:00
Salman Ahmed
4158146c71
Fix spinenr tick samples not positioned at centre
...
Causing samples to be played at left ear rather than centre.
2022-06-07 00:30:11 +03:00
Salman Ahmed
0eaf420fa1
Specify full size for spinner ticks container
2022-06-07 00:29:14 +03:00
Salman Ahmed
3a00931e38
Update slider sliding samples balance calculation to use screen-space as well
2022-04-18 09:18:56 +03:00
Salman Ahmed
fcb48c69cf
Calculate sample playback position using screen-space drawable rectangles
2022-04-18 07:57:31 +03:00
Dean Herbert
879267862c
Fix typo in DrawableOsuHitObject
2022-04-08 15:20:22 +09:00
Dan Balasescu
36772ec652
Merge pull request #17356 from apollo-dw/strict-tracking
...
Implement "Strict Tracking" mod in osu!
2022-03-22 07:32:36 +09:00
apollo-dw
35e2e6a4e7
Remove slider tick judgement flag
2022-03-20 15:41:46 +00:00
apollo-dw
149cfd338d
Use new mod-related object types for Strict Tracking
2022-03-19 18:29:44 +00:00
Dean Herbert
1b8c632b87
Add TailSamples
to auxiliary samples list
2022-03-14 17:19:48 +09:00
Dean Herbert
6d6f73e016
Add overrides in DrawableSliderTail
to explain/warn that this class never plays its own samples
2022-03-14 17:19:48 +09:00
Dean Herbert
be99202188
Move spinner spin samples to auxiliary specification
2022-03-14 17:19:48 +09:00
Dean Herbert
90e34d7686
Move slider slide samples to auxiliary specification
2022-03-14 17:19:48 +09:00
apollo-dw
e2001148d5
Implement strict tracking mod
2022-03-08 21:47:54 +00:00
Salman Ahmed
3ab13dd78c
Assign position to spinner ticks for correct positional playback
2022-01-15 14:24:52 +03:00
Susko3
19467e58c1
Remove unused params from BDL methods
2022-01-15 01:06:39 +01:00
smoogipoo
c3a31a019b
Merge branch 'master' into aim-refactor-base
2021-11-03 00:32:51 +09:00
Dean Herbert
e0cdcdd7a4
Merge branch 'master' into spinner-judgement-fix
2021-10-29 12:13:42 +09:00
Xexxar
9f5a7526ed
merge in ppy/master
2021-10-28 14:47:28 +00:00
Dean Herbert
5c7623e68e
Merge pull request #15255 from goodtrailer/node-samples-ilist
...
Change IHasRepeats.NodeSamples to IList from List
2021-10-28 14:24:26 +09:00
Dean Herbert
6944151486
Apply batch fixing of built-in types using var
2021-10-27 13:04:41 +09:00
Roxie Wattz
cf7fbf4b63
updated bdach's suggestion
2021-10-25 17:15:43 -07:00
Roxie is Flux3on
0c57453f4d
Reverted special case code changes
...
As requested by @frenzibyte
2021-10-24 18:16:14 -07:00
Roxie is Flux3on
a8e3d0bacc
Added an override for StackedEndPosition
...
This ensures the spinner's hit judgement will always be centre instead of in the top left corner.
2021-10-24 18:15:40 -07:00