I've also removed inheritance from `SearchTextBox` because it contains
logic that might interfere with the internal implementation of dropdown
search bars (focus logic and stuff).
Closes https://github.com/ppy/osu/issues/28587.
As outlined in the issue thread, the tail volume wasn't saving because
it wasn't actually attached to a hitobject properly, and as such the
`LegacyBeatmapEncoder` logic, which is based on hitobjects, did not
pick them up on save.
To fix that, switch to using `NodeSamples` for objects that are
`IHasRepeats`. That has one added complication in that having it work
properly requires changes to the decode side too. That is because the
intent is to allow the user to change the sample settings for each node
(which are specified via `NodeSamples`), as well as "the rest of the
object", which generally means ticks or auxiliary samples like
`sliderslide` (which are specified by `Samples`).
However, up until now, `Samples` always queried the control point
which was _active at the end time of the slider_. This obviously can't
work anymore when converting `NodeSamples` to legacy control points,
because the last node's sample is _also_ at the end time of the slider.
To bypass that, add extra sample points after each node (just out of
reach of the 5ms leniency), which are supposed to control volume of
ticks and/or slides.
Upon testing, this *sort of* has the intended effect in stable, with
the exception of `sliderslide`, which seems to either respect or _not_
respect the relevant volume spec dependent on... not sure what, and not
sure I want to be debugging that. It might be frame alignment, or it
might be the phase of the moon.
I thought this was already being handled, but it turns out that changing
sort mode (and potentially other operations) could break the depth of
display of panels due to pooling and what not.
This ensures consistency and also employs @bdach's suggestion of
reversing the depth above and below the current selection for a better
visual effect.
As discussed in https://github.com/ppy/osu/discussions/28599.
I think this feels better overall, and would like to apply the change
before other design changes to the carousel.
This is the secondary cause of https://github.com/ppy/osu/issues/28577,
because you could do the following:
- Have a break autogenerate itself
- Adjust either end of it to make it mark itself as manually-adjusted
- Remove all objects before or after said break
to end up in a state wherein there are no objects before or after a
break.
The direct fix is still correct because it is still technically possible
to end up in a state wherein a break is before or after all objects
(obvious one is manual `.osu` editing), but this behaviour is also
undesirable for the autogeneration logic.
Regressed in https://github.com/ppy/osu/pull/28399.
To reproduce, enter a playlist that has an item with a rate-changing mod
(rather than create it yourself).
This is happening because `APIRuleset` has `CreateInstance()`
unimplemented:
b4cefe0cc2/osu.Game/Online/API/Requests/Responses/APIBeatmap.cs (L159)
and only triggers when the playlist items in question originate from
web.
This is why it is bad to have interface implementations throw outside of
maybe mock implementations for tests. `CreateInstance()` is a scourge
elsewhere in general, we need way less of it in the codebase (because
while convenient, it's also problematic to implement in online contexts,
and also expensive because reflection).
Same deal with this class. Fully qualifying the type names because this
has `#nullable disable` and makes use of `NotNull` which is also present
in the `System.Diagnostics.CodeAnalysis` namespace and AAAAAAARGH
NAMESPACE CONFLICTS.
Closes https://github.com/ppy/osu/issues/6842.
This is a rather barebones implementation, just to get this in place
somehow at least. The logic is simple - 50% health or above shows pass
layer, anything below shows fail layer.
This does not match stable logic all across the board because I have
no idea how to package that. Stable defines "passing" in like fifty
ways:
- in mania it's >80% HP
(bb57924c15/osu!/GameModes/Play/Rulesets/Mania/RulesetMania.cs#L333-L336)
- in taiko it's >80% *accuracy*
(bb57924c15/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L486-L492)
- there's also the part where "geki additions" will unconditionally set
passing state
(bb57924c15/osu!/GameModes/Play/Player.cs#L3561-L3564)
- and also the part where at the end of the map, the final passing state
is determined by checking whether the user passed more sections than
failed
(bb57924c15/osu!/GameModes/Play/Player.cs#L3320)
The biggest issues of these are probably the first two, and they can
*probably* be fixed, but would require a new member on `Ruleset` and I'm
not sure how to make one look, so I'm not doing that at this time
pending collection of ideas on how to do that.
This was reported in https://github.com/ppy/osu/pull/28474, albeit the
code changes proposed there did not fix the issue at all.
See 8b6385f7d0 for demonstration of the
crash scenario. Basically what is happening there is:
- The starting premise is that there is a spinner placement active.
- At this time, a drag selection is started via the timeline.
- Once the drag selection finds at least one suitable object to select,
it mutates `SelectedItems`.
- When selection changes for any reason, the `HitObjectComposer`
decides to switch to the "select" tool, regardless of why
the selection changed.
- Changing the active tool causes the current placement - if any -
to be committed, which mutates the beatmap.
- Back at the drag box selection code, this causes a "collection
modified when enumerating" exception.
The proposed fix here is to eagerly commit active placement - if any -
when drag selection is initiated via the timeline, which avoids this
issue. This also appears to vaguely match stable behaviour and is sort
of consistent with the logic of committing any outstanding changes upon
switching to the selection tool.
This sort of thing has been showing up on flyte designs more and more
so I want to start using it more over that rather ugly "overlined" text
that's there on multiplayer screens right now.