Dean Herbert
0ab0c52ad5
Automated pass
2023-06-24 01:00:03 +09:00
Dan Balasescu
fee3d43596
Merge branch 'master' into scorev2
2023-05-23 19:07:54 +09:00
Bartłomiej Dach
4a7b011a53
Propagate samples to strong nested hits too
...
The rationale is the same as in
6d325651dc
. Due to the recursive nature of
`GameplaySampleTriggerSource.GetMostValidObject()`, in the case of
nested hits, drum rolls and drum roll ticks, the nested strong hits
would become the most valid object, and so without propagating
the samples down to that level too, nothing would play.
2023-05-21 18:58:05 +02:00
Dean Herbert
dc51d5ecf3
Rename GetSampleInfo
to better describe what method does
...
Also add full xmldoc
2023-05-17 14:07:48 +09:00
Dean Herbert
31fff72eb6
Fix bank not correctly being assigned to some taiko hit cases
2023-05-16 18:52:52 +09:00
Dan Balasescu
5afe57033d
Add parent hitobject to strong hits
2023-05-09 19:30:54 +09:00
Salman Ahmed
1051009827
Change bindable properties in all HitObject
s to be lazily initialised
2022-07-19 05:39:10 +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
Dean Herbert
9c34cb0777
Share colour constants with default drawable piece implementations
2021-06-11 14:20:08 +09:00
Dean Herbert
bc3b7233ab
Show osu!taiko centre/rim colouring in editor timeline
...
Closes #13443 .
2021-06-11 14:17:30 +09:00
Dean Herbert
cbad7bb7f0
Move taiko Type
to Hit
and localise all bind handling
2021-05-26 13:40:36 +09:00
Dean Herbert
912748b428
Avoid bindable feedback causing overwrites
2021-05-26 13:24:22 +09:00
Dean Herbert
dc322d1c63
Run all type and sample mutations through standardising methods
2021-05-23 20:22:48 +09:00
Dean Herbert
40c8378d81
Fix type-to-sample mapping being applied too late
2021-05-21 14:37:22 +09:00
Bartłomiej Dach
5af1ac1b53
Rename TaikoStrong{-> able}HitObject
2020-12-14 21:46:02 +01:00
Bartłomiej Dach
61c488cd5e
Create HO-specific nested hit types
2020-12-13 13:08:32 +01:00
Bartłomiej Dach
f74567e8eb
Introduce base class for hitobjects that can be strong
2020-12-13 12:36:39 +01:00
Dean Herbert
3487c1fd1b
Add menus to mark as rim and strong
2020-05-29 16:45:47 +09:00
smoogipoo
5106d275ca
Remove CentreHit/RimHit hitobject abstraction
2020-03-23 12:08:15 +09:00
Dean Herbert
8617aaa2a7
Update licence header (and remove year)
2019-01-24 17:43:03 +09:00
Dean Herbert
32a74f95a5
Normalize all the line endings
2018-04-13 18:26:38 +09:00
smoogipoo
9bc4bf33a6
Use HitWindows for taiko
2018-02-02 18:53:30 +09:00
Dean Herbert
37d393bca0
Update licence headers
2018-01-05 20:21:19 +09:00
smoogipoo
6a29f6020a
Make HitObjects construct nested hit objects
2017-12-22 21:42:54 +09:00
Dean Herbert
fce580d717
Reshuffle namespaces
2017-07-26 13:22:46 +09:00
smoogipooo
836bf930a0
More cleanups.
2017-05-23 15:29:38 +09:00
smoogipooo
3cdfd2eef5
Split ControlPoint into different types.
...
# Conflicts:
# osu.Game.Rulesets.Mania/UI/Column.cs
2017-05-23 14:03:40 +09:00
Dean Herbert
fbd26a1d5e
Mode -> Ruleset.
2017-04-18 16:05:58 +09:00