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Commit Graph

1034 Commits

Author SHA1 Message Date
Cootz
556964eae0
Merge branch 'master' into BitmapUpdatesOnScore 2023-03-16 12:16:42 +03:00
Dean Herbert
7aaaf7fca2 Combine and attempt to simplify the score import / preparation process further 2023-02-14 16:55:35 +09:00
Dean Herbert
8a206234f7 Merge branch 'master' into replay-length-extension 2023-02-14 16:42:26 +09:00
PC
7e127dafe2 Update reference 2023-02-07 11:52:47 +03:00
Cootz
2c7386db39 FIx score appearing on BeatmapLeaderboard and TopLocalRank 2023-02-06 15:14:14 +03:00
Dean Herbert
aaf3ad805c Fix potential nullref in tests 2023-02-06 19:31:45 +09:00
Dean Herbert
b83c8443ea Ensure pause sample loop is stopped on exiting player 2023-02-06 18:24:31 +09:00
Terochi
43f7665c9e Improved readability again 2023-02-06 09:49:42 +01:00
Terochi
4f23e096d7 Improved readability 2023-02-06 07:59:37 +01:00
Terochi
f58534f60c Extended the length of replay at the end of map 2023-02-05 18:51:28 +01:00
Dean Herbert
edecd2ee25 Merge branch 'master' into middle-click-replay-pause 2023-02-02 15:25:51 +09:00
Bartłomiej Dach
06aa3f7798
Rename Stop{SampleAndRemoveFilters -> }()
Now that just one method for stopping samples is left, let's just
repurpose st as the general "stop global effects" method rather than
have it there with a hyperspecific name. It also has good symmetry, as
there already was a `Start()` method in the class.
2023-01-22 09:29:22 +01:00
Bartłomiej Dach
0edfd24410
Remove unnecessary sample stop in Restart()
It is unnecessary, as a successful restart will exit the current player
screen, and `OnExiting()` has another `StopSampleAndRemoveFilters()`
call, which means that in the restart flow the sample was actually
getting stopped twice.

Standard exit flow is fine, it only stopped the sample once.
2023-01-22 09:24:12 +01:00
Matheus Filipe dos Santos Reinert
5b1a23c697 Replace RemoveFilters call with StopSampleAndRemoveFilters 2023-01-22 01:44:16 -03:00
Matheus Filipe dos Santos Reinert
a746cbc6ed Fix failSample still playing after player left FailOverlay 2023-01-22 01:14:33 -03:00
Dean Herbert
04705504c5 Move cache to more appropriate location 2023-01-18 17:19:57 +09:00
Dean Herbert
7d0388c55c Cache IFrameStableClock in Player for easier access
Allows directly referencing rather than going through `DrawableRuleset`.
Helps with testing and implementation of the new song progress display
(#22144).
2023-01-18 16:31:58 +09:00
Joseph Madamba
d79ee29f29 Make replays pause with middle mouse button instead of exiting 2023-01-01 21:01:12 -08:00
Bartłomiej Dach
01cf96e240
Only show global rankings on results screen when progressing from gameplay 2022-12-26 23:35:45 +01:00
Dan Balasescu
7bc8908ca9 Partial everything 2022-11-27 00:00:27 +09:00
Salman Ahmed
4bf4938b72 Keep cursor hiding feature to gameplay screens for now 2022-10-20 03:44:58 +03:00
Dean Herbert
d2d589a156 Expose HUD state via Player 2022-10-12 15:11:52 +09:00
Salman Ahmed
a810afafb3 Reschedule results display delegate to avoid potential softlocks in the future 2022-10-02 15:37:56 +03:00
Salman Ahmed
59728b0ccb Fix results display delegate potentially cancelled while not exiting 2022-10-02 15:30:06 +03:00
Dean Herbert
46db3ad96d Move implementation to individual classes 2022-09-20 00:06:02 +09:00
Dean Herbert
4c4fdfd153 Provide scores directly to Player instance rather than relying on DI 2022-09-16 18:15:17 +09:00
Dean Herbert
678eec1c67 Move LeaderboardFlow to HUDOverlay to share positioning logic 2022-09-13 18:45:11 +09:00
Dean Herbert
5894d2f0bc Ensure gameplay leaderboard hides with rest of HUD when it should 2022-09-13 18:45:11 +09:00
Dean Herbert
d251c0b2ac Move leaderboard implementation to Player itself 2022-09-13 18:00:21 +09:00
Dean Herbert
d4afc3629c
Merge branch 'master' into kps 2022-09-08 23:00:36 +09:00
Dan Balasescu
b559d4ecdf Rename GameplayAdjustments -> AdjustmentsFromMods 2022-09-08 17:14:06 +09:00
Dean Herbert
fa15502384 Move full track adjustment flow inside MasterGameplayClockContainer 2022-09-07 19:12:16 +09:00
Dean Herbert
75d0deef72 Apply proposed changes to remove inheritance from MasterGameplayClockContainer 2022-09-07 17:49:05 +09:00
Dean Herbert
7084aeee05 Add method flow to reset applied adjustments 2022-09-05 23:22:38 +09:00
Dean Herbert
7337d4c1aa Merge branch 'master' into kps 2022-08-31 15:41:42 +09:00
Dan Balasescu
cf6bb3b030
Merge pull request #19958 from peppy/fix-fail-freq-stuck
Ensure fail animation sequence isn't run after the player exit sequence has started
2022-08-27 00:58:41 +09:00
Dean Herbert
8f4a953d11 Ensure fail animation sequence isn't run after the player exit sequence has started 2022-08-25 14:26:42 +09:00
Dean Herbert
af2e82d7d5 Move operation of setting GameplayClockContainer.StartTime to Reset call 2022-08-22 14:11:06 +09:00
Dean Herbert
da407aa827
Merge branch 'master' into kps 2022-08-20 15:24:58 +09:00
Dean Herbert
63819648df Fix up flow of actual skip operation 2022-08-16 14:40:02 +09:00
Dean Herbert
6761f869f9 Modify flow to avoid weird bindable and value resetting 2022-08-16 14:17:35 +09:00
Dean Herbert
c9baadcf88 Merge branch 'master' into improve_retry_behaviour 2022-08-16 13:06:04 +09:00
Dean Herbert
f81c7644b4 Make GameplayClockContainer also an IGameplayClock and expose to remaining tests 2022-08-15 18:30:53 +09:00
Dean Herbert
6d78218142 Update usages of GameplayClockContainer.GameplayClock to access properties directly 2022-08-15 18:08:49 +09:00
Ryuki
d5f10cbb9d
Revert 787dee24 and initialize calculator in HUDOverlay 2022-08-14 18:53:00 +02:00
Ryuki
787dee249d
Move KeysPerSecondCalculator instantiation from HUDOverlay to Player
This prevents messing with *future* Skin (de)serialization
2022-08-11 10:37:16 +02:00
Dean Herbert
a5081826b7 Handle cancellation at more points during Player initialisation
As discussed in discord, this will help avoid null references during
cancellation which can otherwise be quite confusing to debug.
2022-08-09 23:25:19 +09:00
BlauFx
0afa3a5ec8
Fix xml doc 2022-08-08 21:20:09 +02:00
BlauFx
f6e65cf1af
Improve implementation 2022-08-08 20:53:05 +02:00
BlauFx
cd68134565
Call skip method directly 2022-08-08 13:10:28 +02:00