Effectively closing https://github.com/ppy/osu/issues/21471 as a
wontfix.
The issue is demonstrated by the following test case:
<details>
<summary>patch</summary>
```diff
diff --git a/osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModFreezeFrame.cs b/osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModFreezeFrame.cs
index 31498295da..36b4fe5122 100644
--- a/osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModFreezeFrame.cs
+++ b/osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModFreezeFrame.cs
@@ -55,5 +55,49 @@ public void TestSkipToFirstSpinnerNotSuppressed()
PassCondition = () => Player.GameplayClockContainer.GameplayStartTime > 0
});
}
+
+ [Test]
+ public void TestFreezeFrameAppliedBeforeHidden()
+ {
+ CreateModTest(new ModTestData
+ {
+ Mods =
+ [
+ new OsuModFreezeFrame(),
+ new OsuModHidden(),
+ ],
+ CreateBeatmap = () => new OsuBeatmap
+ {
+ HitObjects =
+ {
+ new HitCircle { StartTime = 3000, Position = OsuPlayfield.BASE_SIZE / 2, NewCombo = true },
+ new HitCircle { StartTime = 5000, Position = OsuPlayfield.BASE_SIZE / 2 },
+ }
+ },
+ PassCondition = () => ((HitCircle)Player.GameplayState.Beatmap.HitObjects[1]).TimeFadeIn == 480
+ });
+ }
+
+ [Test]
+ public void TestFreezeFrameAppliedAfterHidden()
+ {
+ CreateModTest(new ModTestData
+ {
+ Mods =
+ [
+ new OsuModHidden(),
+ new OsuModFreezeFrame(),
+ ],
+ CreateBeatmap = () => new OsuBeatmap
+ {
+ HitObjects =
+ {
+ new HitCircle { StartTime = 3000, Position = OsuPlayfield.BASE_SIZE / 2, NewCombo = true },
+ new HitCircle { StartTime = 5000, Position = OsuPlayfield.BASE_SIZE / 2 },
+ }
+ },
+ PassCondition = () => ((HitCircle)Player.GameplayState.Beatmap.HitObjects[1]).TimeFadeIn == 480
+ });
+ }
}
}
```
</details>
The reason that this is happening is a data dependency. Freeze Frame
modifies `TimePreempt` of hitobjects:
https://github.com/ppy/osu/blob/54c0b2c20c3209f1f17be81b8883ef66ec8a83bb/osu.Game.Rulesets.Osu/Mods/OsuModFreezeFrame.cs#L53
while Hidden uses `TimePreempt` to set `TimeFadeIn`:
https://github.com/ppy/osu/blob/54c0b2c20c3209f1f17be81b8883ef66ec8a83bb/osu.Game.Rulesets.Osu/Mods/OsuModHidden.cs#L45
Therefore the final value of `TimeFadeIn` with these two mods active
depends on the order of application.
The reason why I'm bothering to do this is that I was pinged from the PP
development server about this again in the context of some ongoing
'rework' and I wish to get ahead of this before it becomes a bigger
problem than it already is.
The current order of application of these mods as done in `Player` is
constant, but essentially undefined. I'm not even sure what even
enforces the current order. It's currently Hidden, then Freeze Frame. If
I were to guess, the thing "enforcing" (insert 400 tonne solid lead air
quotes) it is probably the mod select overlay with its "I need to own
all of the mod instances in the global bindable" substitution logic.
I'm already getting pushback for this from the PP server crowd who are
attempting to justify the current "behaviour" by saying that the player
base wants this or by saying that it's already broken so it should
remain that way forever. I am however not willing to accept
[stable-taiko-tier stupidity
again](https://github.com/ppy/osu/pull/27136#issuecomment-1957055402)
and am not willing to accept the complexity this would invite everywhere
else.
I do not see any other easy way of fixing this problem at this point in
time. I had hoped that I could inline the `TimePreempt` read in
`OsuModHidden`, but it's not that easy because it's set in multiple
places.
Existing HDFF scores would probably need to be delisted from the
leaderboards. I'm not even sure I can get myself to pretend to care.
Removes the previous `AppIcon.appiconset` bundle and replaces it with
all of the necessary asset slices to enable all of the Liquid Glass
variants of the app icon on iOS 26, while also preserving backwards
compatibility with older iOS versions.
<img width="1164" height="388" alt="LiquidGlass"
src="https://github.com/user-attachments/assets/7d6e7a90-3fe5-4853-9c63-35144359f49e"
/>
---------
Co-authored-by: Dean Herbert <pe@ppy.sh>
This removes the disabled sound, but I think that's fine. If we want
that, it should be handled by `HoverClickSounds` (which I'm currently
intentionally not using because it can be a bit noisy).
Closes#36503.
This was attempted to be fixed by frenzibyte using some hack workaround
logic, but this is the true fix.
Things were never matching due to `UpdateSize` spamming `Resize`
transforms every frame, causing the fade out to complete before
transforms have reached a final state.