- Enforces minimum width on accuracy / max combo displays which could
previously look broken in CJK languages, thus fixing
https://github.com/ppy/osu/issues/33434. Minimum sizes were chosen to
accomodate what could be considered reasonably possible with some
leeway on top.
- Fixes hilariously broken logic that was supposed to highlight perfect
/ FC / max combo scores in green but instead did nothing due to two
disparate bugs in a single line of code.
- Extends the highlighting logic to also apply to 100% accuracy because
web does this and I think it's nice.
Closes https://github.com/ppy/osu/issues/33455.
The fundamental misunderstanding and source of confusion in
https://github.com/ppy/osu/pull/33062 is that solo wants to show
*maximum combo*, and multiplayer wants to show *current combo*, for
their own, valid reasons. Which is spelled out explicitly in this
change.
Closes https://github.com/ppy/osu/issues/33465 probably.
This reverts the replay frame de-duplication logic to what it was before
https://github.com/ppy/osu/pull/33148#discussion_r2091549388.
I don't have good reproduction steps. I tried to write a test case for
this that isn't just "press and release a key in the same frame",
thinking that maybe there was some loophole in the osu! touch input
mapper that may produce this situation artificially, but I could not in
many configurations. So I have to assume that this just *can happen*
organically.