Dan Balasescu
a2f8ff825e
Also ignore drum roll strong judgement
2022-09-06 23:26:25 +09:00
Dean Herbert
b604eb6262
Simplify implementation
2022-07-22 16:59:09 +09:00
Dean Herbert
c32af3c041
Merge branch 'master' into hongaaronc/master
2022-07-22 15:55:38 +09:00
Salman Ahmed
28150dc15d
Merge branch 'master' into taiko-target-classic-position
2022-07-18 20:45:29 +03:00
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
Nostril
5cbd3bd67e
Merge branch 'ppy:master' into master
2022-06-08 19:29:14 -07:00
Dan Balasescu
8578f12a58
Fix taiko circle fills missing after rewind
2022-06-07 18:35:12 +09:00
Dean Herbert
f3d4cd3f95
Fix various code inspection issues
2022-06-02 14:36:07 +09:00
Aaron Hong
2471c242b4
Merge branch 'master' of https://github.com/ppy/osu into ppy-master
2022-05-31 21:01:04 -07:00
Salman Ahmed
f48533b8a2
Inline input drum proxying logic
2022-04-13 04:38:41 +03:00
Salman Ahmed
b84a3b7834
Rewrite input drum measurements to autosize on X axis
2022-04-07 21:39:53 +03:00
Salman Ahmed
ce70957fbf
Remove redundant code
2022-04-06 02:38:56 +03:00
Salman Ahmed
ec5ad995f8
Reorder taiko playfield elements to fix hit explosion Z-ordering
2022-04-06 02:37:57 +03:00
Salman Ahmed
ac32966427
Replicate osu!(stable)'s hit target position with "Classic" mod
2022-04-03 02:02:20 +03:00
Salman Ahmed
4a8aa72d1b
Nudge osu!taiko playfield's height to perfectly match with osu!(stable)
2022-03-14 01:03:08 +03:00
Aaron Hong
317869078f
Basic functionality for Taiko touch input now complete
2022-03-10 05:09:07 -08:00
Aaron Hong
a25b6e6a09
Proof of Concept draft for Taiko touch input
2022-03-10 00:42:58 -08:00
Dean Herbert
8e0a04c4e5
Update taiko InputDrum
to use new trigger logic
2021-08-25 16:56:44 +09:00
smoogipoo
c023ce78d7
Match osu!stable taiko playfield size at 16:9
2021-08-02 18:48:32 +09:00
Bartłomiej Dach
8b74666cc3
Add support for pooling explosions in taiko
2021-03-14 16:15:33 +01:00
Bartłomiej Dach
8f4dadb06a
Enable pooling for taiko judgements
2021-03-06 17:38:04 +01:00
Bartłomiej Dach
b24fc1922e
Enable pooling for taiko DHOs
2020-12-20 18:44:47 +01:00
Bartłomiej Dach
5d575d2a9b
Accept proxied content via OnNewDrawableHitObject
...
In the non-pooled case, `OnNewDrawableHitObject()` will be called
automatically on each new DHO via `Playfield.Add(DrawableHitObject)`.
In the pooled case, it will be called via `Playfield`'s implementation
of `GetPooledDrawableRepresentation(HitObject, DrawableHitObject)`.
2020-12-20 18:26:45 +01:00
Bartłomiej Dach
62da4eff37
Route new result callback via playfield
...
Follows route taken by osu! and catch (and required for proper pooling
support).
2020-12-20 18:26:45 +01:00
Bartłomiej Dach
ae6dedacaf
Implement nested strong hit application
2020-12-20 16:26:39 +01:00
Bartłomiej Dach
beee9b89d5
Change bar line SHOC to nested playfield
2020-12-13 22:12:26 +01:00
Dean Herbert
f29aa9c4fc
Move taiko barlines to their own ScrollingHitObjectContainer to avoid being considered as a selectable object
2020-11-27 14:35:12 +09:00
Bartłomiej Dach
deb207001a
Remove schedule causing default skin explosion regression
2020-09-27 15:23:34 +02:00
smoogipoo
acfa62bb50
Fix potential taiko crash on rewind
2020-09-25 19:25:58 +09:00
Bartłomiej Dach
4072abaed8
Allow miss explosions to be displayed
2020-09-20 19:40:30 +02:00
Bartłomiej Dach
1c7556ea5d
Schedule explosion addition to ensure both hits are processed
2020-09-20 19:40:30 +02:00
Dean Herbert
134a94e86d
Rename enum members (no idea what a TaikoDon is)
2020-05-14 10:02:47 +09:00
Bartłomiej Dach
0933217389
Simplify mascot scaling
2020-05-13 18:53:47 +02:00
Bartłomiej Dach
942cc48e99
Improve mascot scaling
2020-05-12 20:26:11 +02:00
Bartłomiej Dach
e5821ff2b2
Integrate GameplayBeatmap changes
2020-05-11 22:53:05 +02:00
Dean Herbert
8243dc239a
Merge branch 'master' into taiko-don
2020-05-10 22:34:47 +09:00
Bartłomiej Dach
1e7b10320f
Adjust mascot positioning in playfield layout
2020-05-01 00:19:12 +02:00
Dean Herbert
783dc58ef0
Move taiko additive blending locally to avoid applying to legacy skins
2020-04-30 09:41:56 +09:00
Bartłomiej Dach
6e2ed0c4f3
Refactor mascot to only contain state transitions
2020-04-29 20:28:46 +02:00
Bartłomiej Dach
5f0a4103c2
Merge branch 'master' into taiko-don
2020-04-28 23:46:42 +02:00
Craftplacer
74d36cad78
Change state variables
2020-04-27 23:19:18 +02:00
Craftplacer
9b3c1e4126
Remove unused bindables
2020-04-27 23:17:52 +02:00
Dean Herbert
be59ee945a
Add taiko hit explosion skinning support
2020-04-27 22:36:27 +09:00
Craftplacer
e8a0b77729
Merge remote-tracking branch 'upstream/master' into taiko-don
2020-04-27 12:43:51 +02:00
Dean Herbert
52cf1e1859
Fix hit type not being provided and hit time offset not being considered
2020-04-27 16:48:27 +09:00
Dean Herbert
b9f28c8373
Combine hit types and remove old drumroll hits using a more efficient method
2020-04-27 16:13:28 +09:00
Dean Herbert
ff736a22dd
Fix typos in comment
2020-04-27 14:41:19 +09:00
smoogipoo
2630fc1405
Break instead of return for consistency
2020-04-27 12:27:43 +09:00
smoogipoo
7dc090cc24
Add support for hit explosions
2020-04-27 12:23:53 +09:00