smoogipoo
c9e76783e6
Fix taiko HD not calculating pre-empt correctly
2021-09-17 17:24:03 +09:00
smoogipoo
f9d5abff8a
Update with keybinding changes
2021-09-16 18:26:12 +09:00
Dean Herbert
b907c2f4f6
Fix osu! judgements getting scaled twice over different durations
2021-09-02 16:31:43 +09:00
Salman Ahmed
cea632463e
Remove empty newline
2021-08-26 22:30:20 +03:00
Dean Herbert
90e81a595d
Move DrumSampleTriggerSource
into its own class to avoid nested references
2021-08-26 17:19:46 +09:00
Dean Herbert
8e0a04c4e5
Update taiko InputDrum
to use new trigger logic
2021-08-25 16:56:44 +09:00
Dean Herbert
6bbc23c831
Merge pull request #14106 from smoogipoo/taiko-classic-mod
...
Make taiko classic mod emulate the classic "4:3" scroll speed
2021-08-02 22:22:26 +09:00
smoogipoo
9327bc169b
Make TaikoModClassic use classic-like scroll speed
2021-08-02 20:01:46 +09:00
smoogipoo
c023ce78d7
Match osu!stable taiko playfield size at 16:9
2021-08-02 18:48:32 +09:00
Dan Balasescu
791855dfa0
Merge branch 'master' into legacy-skin-default-fallback
2021-06-08 16:54:26 +09:00
Dean Herbert
273d66a0e0
Fix TaikoMascot
texture animation lookups
2021-06-08 00:42:34 +09:00
ekrctb
2c9e5b6c7e
Replace EntryCrossedBoundary
with more useful RemoveRewoundEntry
property
...
It can be used for dynamically added entries.
2021-06-03 15:00:16 +09:00
smoogipoo
0c3c8141da
Remove Expires and RemoveWhenNotAlive override
2021-03-18 19:39:42 +09:00
Bartłomiej Dach
72c18fbdfe
Restructure explosion animation to avoid resetting transforms on free
2021-03-15 21:21:52 +01:00
Bartłomiej Dach
58220481db
Rename I{-> Animatable}HitExplosion
2021-03-15 20:39:02 +01:00
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
Dean Herbert
88b3bf06e8
Merge branch 'master' into add-bundle-header
2020-12-16 13:40:15 +09:00
Bartłomiej Dach
5af1ac1b53
Rename TaikoStrong{-> able}HitObject
2020-12-14 21:46:02 +01:00
Bartłomiej Dach
7ba04a2cc3
Merge branch 'master' into taiko-strong-state-refactor
2020-12-14 21:44:50 +01:00
Dean Herbert
1793385e96
Pass a score to the replay recorder to allow reading more general scoring data
2020-12-14 16:52:14 +09:00
Bartłomiej Dach
ea09cbddc6
Register bar line pool & use in drawable ruleset
2020-12-13 22:31:33 +01:00
Bartłomiej Dach
a8e86a20e1
Unify bar line types & prepare for pooling
2020-12-13 22:31:33 +01:00
Bartłomiej Dach
beee9b89d5
Change bar line SHOC to nested playfield
2020-12-13 22:12:26 +01:00
Bartłomiej Dach
f74567e8eb
Introduce base class for hitobjects that can be strong
2020-12-13 12:36:39 +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
Dean Herbert
dc38aeac43
Remove unnecessary local definition of colour logic from taiko judgement
2020-11-16 17:23:02 +09:00
Bartłomiej Dach
891218ec6b
Inline empty explosion in legacy transformer
2020-11-11 09:11:33 +01:00
Bartłomiej Dach
be4735cd2b
Explicitly set lifetime to ensure empty drawables are cleaned up
2020-11-10 14:57:51 +01:00
Bartłomiej Dach
ed01d37966
Reintroduce KiaiHitExplosion as skinnable
2020-11-10 14:08:10 +01:00
Bartłomiej Dach
f245696947
Move {-> Default}KiaiHitExplosion
2020-11-10 13:24:32 +01:00
Dean Herbert
3ea27e23e8
Update namespace references
2020-10-29 15:20:10 +09:00
Dean Herbert
2a46f905ff
Remove unnecessary IsSeeking checks from taiko drum implementation
2020-10-05 14:27:51 +09:00
Bartłomiej Dach
2b1ef16f89
Replace comparison references to HitResult.Miss with IsHit
2020-10-02 23:31:24 +02:00
smoogipoo
7890319802
Merge branch 'master' into adjust-hit-result-types
2020-10-01 16:19:07 +09:00
smoogipoo
cb6b35116a
Merge branch 'master' into scoring-standardisation
2020-10-01 12:28:51 +09:00
smoogipoo
f439c1afbc
Make osu/taiko/catch use Ok+Great
2020-09-29 17:16:55 +09:00
smoogipoo
bad48d6d44
Merge branch 'master' into scoring-standardisation
2020-09-29 16:33:38 +09:00
smoogipoo
c45b5690cf
Use new hit results in taiko
2020-09-29 16:33:38 +09:00
Bartłomiej Dach
eb62ad4e55
Look up both sprites for legacy explosions
2020-09-27 16:06:59 +02:00
Bartłomiej Dach
deb207001a
Remove schedule causing default skin explosion regression
2020-09-27 15:23:34 +02:00
smoogipoo
480eeb5fbe
Add back caching
2020-09-25 19:37:34 +09:00
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
Bartłomiej Dach
074387c676
Show strong hit explosion where applicable
2020-09-20 19:40:30 +02:00