1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-21 22:22:56 +08:00
Commit Graph

61385 Commits

Author SHA1 Message Date
Bartłomiej Dach
4a7b011a53
Propagate samples to strong nested hits too
The rationale is the same as in
6d325651dc. Due to the recursive nature of
`GameplaySampleTriggerSource.GetMostValidObject()`, in the case of
nested hits, drum rolls and drum roll ticks, the nested strong hits
would become the most valid object, and so without propagating
the samples down to that level too, nothing would play.
2023-05-21 18:58:05 +02:00
Bartłomiej Dach
812df9d652
Add failing test cases for strong object sample playback 2023-05-21 18:57:55 +02:00
Bartłomiej Dach
6d325651dc
Propagate samples to drum roll/swell ticks for correct playback
In d97daee96b, `DrumSampleTriggerSource`
was changed such that in order to play sounds for the user's inputs, the
bank of the normal sound would always be used.

The problem is that in the case of taiko objects which have nested
objects (swells and drum rolls), the samples were not propagated fully
(drum rolls, where only the finish sample was kept, for the purposes of
determining strongability), or not propagated at all (swells) to ticks.

As ticks of both objects are valid return values of
`GetMostValidHitObject()`, this would lead to the drum making no sounds
if the next object was a drum roll or swell, until that drum roll or
swell was completed. To fix, propagate the full set of samples, so that
`DrumSampleTriggerSource` can retrieve the normal sound to copy the bank
from.

Note that this may not necessarily reproduce prior behaviour. This is
because it is not guaranteed that all realised samples for a given
hitobject have the same bank - some may have been overriden locally on a
given hitobject. Previously, the bank would have been retrieved from the
sample control point, wherein there is only one possible bank to use;
however, when deciding the sound to play on the basis of a constructed
hitobject, it is possible that there are cases wherein the hitnormal
sample was overridden on that given hitobject, and in such cases, this
PR would make samples _play_, but not necessarily the _same_ samples
as prior to #23308.

If that turns out to be the case, this will have to be revisited.
2023-05-21 18:57:01 +02:00
Bartłomiej Dach
5229cf7343
Add failing test cases for drum roll/swell sample playback 2023-05-21 18:57:01 +02:00
timiimit
9d14ea9d27
Merge branch 'ppy:master' into update-multiplayer-room-diff-range 2023-05-21 16:37:00 +02:00
timiimit
4441718437
Merge branch 'ppy:master' into organize-room-pills 2023-05-21 16:36:53 +02:00
Cootz
67bf1b4dfe Select/deselect first visible mod when GlobalAction.Select is triggered 2023-05-21 11:05:01 +03:00
Joseph Madamba
8aefb62532
Rename PostButton to PostLink 2023-05-20 16:38:56 -07:00
Joseph Madamba
ec5f0bbf42
Fix clicking area of news sidebar post links
Side effect is that the hover color is yellow and pressing it opens an external dialog, but those are temporary (pending implementation of link underline to make `Light1` hover more readable and set at a higher level and news pages).
2023-05-20 16:32:04 -07:00
Bartłomiej Dach
de5917b645
Merge branch 'master' into unfocused-notifications 2023-05-20 19:32:52 +02:00
Bartłomiej Dach
a677d87d39
Touch up inline comments 2023-05-20 19:29:59 +02:00
Bartłomiej Dach
7fa8a1148d
Merge pull request #22716 from peppy/fix-menu-state-display
Update in line with framework menu handling changes
2023-05-20 19:10:22 +02:00
Bartłomiej Dach
8e0a97ca49
Remove usage of HasSubmenu
Property has been removed in the appropriate framework-side PR and
instead folded into `IsActionable`.

See: https://github.com/ppy/osu-framework/pull/5658#discussion_r1114834647
2023-05-20 18:02:12 +02:00
Bartłomiej Dach
67c044773b
Merge branch 'master' into fix-menu-state-display 2023-05-20 17:57:00 +02:00
Bartłomiej Dach
afdddb0195
Merge pull request #23582 from peppy/placement-blueprint-timeline-combo-fixes
Fix timeline blueprint display not showing correct combo number / colour during placement
2023-05-20 15:02:55 +02:00
Bartłomiej Dach
0e11adaaac
Merge pull request #23564 from peppy/fix-missing-sample-additions
Fix sample banks not transferring when adjusting via editor
2023-05-20 14:36:45 +02:00
Bartłomiej Dach
ec442a94e2
Merge pull request #23595 from peppy/pin-to-6.x
Pin builds to .NET 6
2023-05-20 13:25:56 +02:00
Dan Balasescu
25d72d370e Always add non-bonus change to combo portion 2023-05-20 00:24:43 +09:00
Dean Herbert
e8cb19e40a Pin builds to .NET 6
As more things move to having the 7 SDK installed, let's pin for now.

This helps with mobile build scenarios, which fall over on the new SDKs
and require further attention.
2023-05-19 17:49:27 +09:00
Dan Balasescu
30a296bd09 Rename parameters 2023-05-19 17:27:02 +09:00
Dan Balasescu
6c6f8621c1 Add score processor statistics to replay header 2023-05-19 16:29:24 +09:00
Dan Balasescu
d74bf2a096 Refactor for safety 2023-05-19 14:37:26 +09:00
Dan Balasescu
2ae34530f7 Avoid NaN values during ApplyBeatmap processing() 2023-05-19 14:14:34 +09:00
Dan Balasescu
7cbf48ffcf Fix TestSceneScoring and incorrect combo calculations 2023-05-19 14:09:19 +09:00
Dan Balasescu
9a1d749020 Fix TestSceneDrawableTaikoMascot 2023-05-19 14:06:56 +09:00
Dan Balasescu
73544231de Fix TestSceneTopLocalRank 2023-05-19 14:06:56 +09:00
Dan Balasescu
4d14467d95 Invert order of operations 2023-05-19 13:23:04 +09:00
Dan Balasescu
035d0d5c9c Fix multiplayer leaderboard not working 2023-05-19 13:16:57 +09:00
Dan Balasescu
8b56a3f87d Remove ClassicScoreMultiplier and DefaultScoreProcessor 2023-05-19 12:24:52 +09:00
Dan Balasescu
00e0411369 Fix/rework ModAccuracyChallenge calculation 2023-05-18 20:45:02 +09:00
Dan Balasescu
ef86be6d21 Fix base score added for non-accuracy-affecting objects 2023-05-18 20:32:50 +09:00
Dan Balasescu
c33e4fe75e Remove unnecessary override 2023-05-18 20:10:28 +09:00
Dan Balasescu
808818768b Add TotalScore to replay frame headers 2023-05-18 20:08:49 +09:00
Dan Balasescu
f3591f83a2 Remove ScoreManager.GetTotalScore() 2023-05-18 20:08:49 +09:00
Dan Balasescu
510b8e4c78 Remove ScoreManager.Mode, handle per-use 2023-05-18 20:08:49 +09:00
Dan Balasescu
829e47d30b Add MaxTotalScore for performance breakdown calculator 2023-05-18 17:47:25 +09:00
Dan Balasescu
f2483a1cf8 Add some helper methods, fix precision differences
Introduces some error at all times, but if we're to store scores everywhere as
`long`, then the same precision should be applied to the "during
gameplay" path as well.
2023-05-18 17:44:31 +09:00
Dean Herbert
ee522253cb Remove a couple of unnecessary volume declarations 2023-05-18 14:12:57 +09:00
Joseph Madamba
caa79704ac
Add test coverage for failing case 2023-05-17 20:23:37 -07:00
Bartłomiej Dach
9ca1c7f7b7
Merge pull request #23580 from peppy/fix-profile-button-depth
Ensure scroll-to-top button is displayed above all overlay content
2023-05-17 21:23:46 +02:00
Bartłomiej Dach
fb441b864e
Merge pull request #23576 from peppy/fix-random-button-right-click
Fix random button hover state sticking when rewinding using right mouse button
2023-05-17 21:02:39 +02:00
Dimmitsaras
7ac6688a0f Chat message notifications always play on unfocused window 2023-05-17 18:34:39 +03:00
Dean Herbert
b58ab28765 Make EditorClock non-nullable in PlacementBlueprint 2023-05-17 21:40:52 +09:00
Dean Herbert
214d7e07fa Add TODO regarding failing stack display code 2023-05-17 17:52:17 +09:00
Dean Herbert
0b25818bd2 Update combo information on placement blueprint 2023-05-17 17:26:19 +09:00
Dean Herbert
9563d4f730 Fix weird purple tint on placement object in timeline 2023-05-17 17:26:19 +09:00
Dean Herbert
8d925c8a8a Move combo information updating to an interface level helper method 2023-05-17 17:26:19 +09:00
Dean Herbert
e43f2c2c43 Improve previous hitobject lookup efficient and correctness 2023-05-17 17:19:29 +09:00
Dean Herbert
7d7d402d4e Apply NRT to PlacementBlueprint 2023-05-17 17:19:29 +09:00
Dean Herbert
87ff28b022 Update beat divisor control to show ticks in more visually correct locations
As proposed in https://github.com/ppy/osu/discussions/23527.
2023-05-17 16:34:12 +09:00