1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-14 20:13:21 +08:00
Commit Graph

1641 Commits

Author SHA1 Message Date
Dean Herbert
d6cae991da Update netstandard2.1 references to net6.0 2022-12-16 17:16:13 +09:00
Dean Herbert
2fd535ea20 Apply same immediate transform logic to TaikoLegacyPlayfieldBackgroundRight to fix it sticking during rewind 2022-12-02 17:33:18 +09:00
Dean Herbert
ebc75d40d2 Switch to using immediate transforms to make rewind handle better 2022-12-02 17:32:57 +09:00
Dean Herbert
47855de6ab Fix multiple issues with transform handling 2022-12-02 16:55:38 +09:00
Joppe27
a7f4325d3c Revert hacky fade value and fix test 2022-12-01 12:16:58 +01:00
Joppe27
f9a9ab1d9b Use BeatSyncedContainer and adjust values to be in line with stable 2022-11-30 19:50:47 +01:00
Joppe27
f3fa39f254 Add legacy taiko kiai glow element 2022-11-30 00:44:20 +01:00
Dan Balasescu
7bc8908ca9 Partial everything 2022-11-27 00:00:27 +09:00
Dean Herbert
b381b4fd2d Merge branch 'master' into update-framework 2022-11-24 01:27:58 +09:00
Dean Herbert
23f91ec717
Merge pull request #21379 from Joppe27/taiko-animations-recovered
Add taiko hit overlay animations
2022-11-23 15:09:44 +09:00
Bartłomiej Dach
6e9d163c72
Specify canBeNull: true in [Resolved] for now 2022-11-22 20:56:07 +01:00
Bartłomiej Dach
ce7af0df63
Always use current timing point for circle piece animation
Using `LifetimeStart` seemed arbitrary and wrong not only in a
compatibility-with-stable sense, but also in a general sanity sense (why
would each object potentially be using a different timing point to
animate?)
2022-11-22 20:39:22 +01:00
Bartłomiej Dach
38f2a27f53
Split animation logic to its own method
Also add a guard, to bypass all of it if the foreground layer is not in
fact animatable.
2022-11-22 20:39:05 +01:00
Joppe27
5343f6922c Add legacy circle piece animations based on combo 2022-11-22 17:22:00 +01:00
Terochi
eff6c7be64 Removed unnecessary methods, changed tests, and moved LimitedCapacityQueue.cs to a more generic namespace. 2022-11-19 16:53:35 +01:00
Dean Herbert
06ce8130c2 Apply changes in line with framework NRT updates 2022-11-18 18:13:15 +09:00
Dean Herbert
45f47cce77 Add basic osu!taiko "argon" swell visual 2022-11-16 16:13:52 +09:00
Dean Herbert
233d45e185 Fix argon swells incorrectly flashing on every hit 2022-11-15 18:28:13 +09:00
Bartłomiej Dach
8b8147c321
Rename {catch -> taiko}Component 2022-11-12 03:05:03 +09:00
Bartłomiej Dach
6a4c97b4f1
Fix code inspection 2022-11-12 02:20:19 +09:00
Bartłomiej Dach
7ef11cab8b
Adjust taiko argon transformer to new naming 2022-11-12 02:10:10 +09:00
Bartłomiej Dach
7379f6fe20
Merge branch 'master' into argon-taiko 2022-11-12 01:56:30 +09:00
Dan Balasescu
fe58329478
Merge pull request #21151 from peppy/taiko-judgement-fixes
Fix various issues surrounding hit judgements
2022-11-11 16:41:46 +09:00
Dan Balasescu
8063dcd74a
Merge pull request #21148 from peppy/taiko-barline-separation
Move major barline portion to default implementation to allow for further customisation
2022-11-11 16:40:51 +09:00
Dan Balasescu
5bdbf56f43 Merge branch 'master' into taiko-judgement-fixes 2022-11-11 15:48:33 +09:00
Dan Balasescu
1a1a186d22 Merge branch 'master' into taiko-barline-separation 2022-11-11 15:47:06 +09:00
Dan Balasescu
f25a8ee4a6 Merge branch 'master' into taiko-tick-trackiung 2022-11-11 15:41:06 +09:00
Susko3
6303b88e56 Fix NRT causing CI failure 2022-11-10 14:31:24 +01:00
Dan Balasescu
606d42c679
Merge pull request #21184 from peppy/skinnable-things-cleanup
Skinnable class naming pass
2022-11-10 12:52:08 +09:00
Dan Balasescu
20520e7290
Merge pull request #21171 from peppy/unpollute-taiko-drawable-hit
Remove triangles skin specific implementation from base osu!taiko `DrawableHit`
2022-11-10 12:47:36 +09:00
Dean Herbert
1aa0e40f2f Add "Component" prefix to lookup naming 2022-11-09 17:46:43 +09:00
Dean Herbert
c908969d9b Rename ISkinComponent to ISkinLookup 2022-11-09 17:46:43 +09:00
Dean Herbert
20b8ab324f Apply nullability to osu!taiko skinning classes 2022-11-09 13:37:06 +09:00
Dean Herbert
30890644a8 Flash piece when hit 2022-11-08 15:31:45 +09:00
Dean Herbert
aa7d0e2c96 Remove triangles skin specific implementation from base DrawableHit 2022-11-08 15:22:00 +09:00
Dean Herbert
01803c3f13 Adjust judgement text to be more visible 2022-11-08 15:08:52 +09:00
Salman Ahmed
3af48352c9 Fix taiko major barlines no longer rendering correctly 2022-11-08 04:05:06 +03:00
Dean Herbert
d57ec4b227 Add argon input drum implementation 2022-11-07 18:32:12 +09:00
Dean Herbert
b15d1bc333 Add argon result display implementation 2022-11-07 18:32:12 +09:00
Dean Herbert
d5c375b139 Add argon hit explosion implementation 2022-11-07 18:32:12 +09:00
Dean Herbert
37cb187d2e Move strong hit scale to DefaultHitExplosion 2022-11-07 18:32:12 +09:00
Dean Herbert
e2046791c2 Add argon drum roll ticks 2022-11-07 18:32:12 +09:00
Dean Herbert
aa61eb8f4b Add note about taiko pooling oversight 2022-11-07 18:32:12 +09:00
Dean Herbert
938a8f865b Adjust transform of taiko drum roll ticks to not scale to 0 (looks bad) 2022-11-07 18:32:12 +09:00
Dean Herbert
f1556c98e3 Add drum roll implementation 2022-11-07 18:32:12 +09:00
Dean Herbert
6636545195 Move taiko argon hit icon to respective centre/rim pieces 2022-11-07 18:32:12 +09:00
Dean Herbert
529e3217cf Add barline implementation 2022-11-07 18:32:12 +09:00
Dean Herbert
f1a1f29da7 Add hit target implementation 2022-11-07 18:32:12 +09:00
Dean Herbert
421bdd2c1a Add playfield background implementations 2022-11-07 18:32:12 +09:00
Dean Herbert
bc0e9375af Add basic argon hits 2022-11-07 18:32:12 +09:00