* Add failing test for copy->paste not being idempotent
* Ensure all elements on default skins use fixed anchors
`UsesFixedAnchor` defaults to false, i.e. closest anchors. Combined with
manual anchor / origin specs on some drawables, this would get default
skins into impossible states wherein a drawable would use "closest
anchor" but also explicitly specify anchor / origin that aren't closest,
which horribly fails on attempting to copy and paste.
Frankly shocked this has gone unnoticed for this long, and I regret not
vetoing this "feature" more every time I see its tentacles spread to
produce breakage of levels yet unseen.
Does this commit contain major levels of suck? For sure. Do I have any
better ideas that wouldn't consist of a multi-day rewrite or deletion of
this "feature"? No.
* Fix skin editor always applying closest anchor / origin on paste regardless of whether the component uses fixed anchor
Self-explanatory. Should close https://github.com/ppy/osu/issues/29111
along with previous commit.
Unsure about this one, but I find the preceding commit to be very
lacking in explaining to the user why the editor don't work. Shining
some things red may help aid understanding.
* Fix mania editor timestamp generation being culture-dependent
Mostly closes https://github.com/ppy/osu/issues/35809.
* Add failing test for notes with fractions
* Round note time when copying out timestamp & apply half-millisecond tolerance when parsing
Closes the rest of https://github.com/ppy/osu/issues/35809.
One issue here was that while the timestamp generation would allow
fractional object timestamps to be output, the parsing (via
`selection_regex`) would *reject* fractional timestamps, therefore
making lazer incompatible even with itself.
The other is that rounding is probably fine to do anyway for
interoperability with stable. I'd hope nobody actually *needs*
sub-millisecond precision but I'm ready to be proven wrong by some
aspire jokester.
* Specify invariant culture when writing out combo indices to editor timestamp in other rulesets
Pretty sure this is just a much-of-muchness because it's integers but
might as well if I'm spending time here already.
This is a set of model changes which is supposed to facilitate support
for custom sample sets to the beatmap editor that is on par with stable.
It is the minimal set of changes. Because of this, it can probably be
considered "ugly" or however else you want to put it - but before you
say that, I want to try and pre-empt that criticism by explaining where
the problems lie.
Problem #1: duality in sample models
---
There is currently a weird duality of what a `HitObject`'s samples will
be.
- If an object has just been placed in the editor, and not saved /
decoded yet, it will use `HitSampleInfo`.
- If an object has already been encoded to the beatmap at least once, it
will use `ConvertHitObjectParser.LegacyHitSampleInfo`.
As long as that state of affairs remains, `HitSampleInfo` must be able
to represent anything that `LegacyHitSampleInfo` can, if feature parity
is to be achieved.
Problem 2: The 0 & 1 sample banks
---
Custom sample banks of 2 and above are a pretty clean affair. They map to
a suffix on the sample filename, and said samples are allowed to be
looked up from the beatmap skin. `Suffix` already exists in
`HitSampleInfo`.
However, the 1 custom sample bank is evil. It uses *non-suffixed*
samples, *allows lookups from the beatmap skins*, contrary to no bank /
bank 0, which *also* uses non-suffixed samples, but *doesn't* allow them
to be looked up from the beatmap skin.
This is why `HitSampleInfo.UseBeatmapSamples` has been called to
existence - without it there is no way to represent the ability of using
or not using the beatmap skin assets.
As has been stated previously in discussions about this feature, it's
both a *mapping* and a *skinning* concern.
There are many things you could do about either of these problems, but I
am pretty sure tackling either one is going to take *many* more lines of
code than this commit does. Which is why this is the starting point of
negotiation.
Because the flashlight is made to be scaled by playfield, there are
constant scale factors applied somewhere in the
`PlayfieldAdjustmentContainer` which needs to be reflected in the
flashlight size to keep the size the same.
The factor is specifically 1.6x, computed in {Osu,Catch}PlayfieldAdjustmentContainer.ScalingContainer`.
More generally, I've deduced these factors by logging the difference
between the `flashlightSize` before and after b78abe2f.
This change refactors `GetAdjustedDisplayDifficulty()` and
`GetBeatmapAttributesToDisplay()` in two ways:
- Both methods now accept `IBeatmapInfo` instead of
`IBeatmapDifficultyInfo`. This is done in order to make mania key
count display to work, wherein `IBeatmapDifficultyInfo` is not enough
to calculate the final key count.
- `GetAdjustedDisplayDifficulty()` now applies all
`IApplicableToDifficulty` mods itself. I did this after noticing that
every real consumer of this method had to do that themselves for very
little reason.
In stable mania, Hard Rock and Easy mods do not work the same way as
they do on all of the rulesets. The difference is that mania HR and EZ,
rather than apply a multiplier to the map's original Overall Difficulty,
apply multipliers to *the durations of hit windows themselves*.
Prior to the last release, lazer was oblivious to this reality and just
treated mania HR / EZ as it did every other ruleset. Last release, for
the sake for gameplay parity across rulesets, the mods in question were
adjusted to match stable, but in the process, it started looking like HR
/ EZ did not change OD anymore.
The problem is that they do, but applying a multiplier to the map's OD
and applying a multiplier to the hit window duration is not the same
thing. The second thing is actually *much harsher* in magnitude, to the
point where applying HR to any map is almost guaranteed to exceed "the
effective OD" of 10, and applying EZ to any map is almost guaranteed to
result in "negative effective OD".
This change attempts to convey that reality by displaying "effective
OD", similar to what's already done in other rulesets when rate-changing
mods are active. Note that the values this will display *do not match*
stable *and that is correct*, because stable song select *lies* about
the actual impact on OD by just assuming it can treat all rulesets in
the same way.
---
Would close https://github.com/ppy/osu/issues/34150 I guess.
And yes I would like *all of the above* to land on the changelog if
possible if this is merged.
For further convincing that this makes any semblance of sense please see
the following: https://www.desmos.com/calculator/yigt7jycdv
Addresses https://github.com/ppy/osu/discussions/33912 for catch
specifically. Code copy-pasted from osu! ruleset.
I'm leaving taiko be because new combo still doesn't make any sense in
taiko. It'd probably either have to be object index in beatmap period
instead of index in combo, or the `kdkdkdkdkkkdkdkkkdkkdkd` notation
people use.
* Reduce combo scaling for osu!catch
This is a conservative reduction, a middle point between the current
scaling and the CSR proposals.
* Reduce osu!catch combo scaling further
0.45 makes little difference so let's reduce it a bit more.
---------
Co-authored-by: James Wilson <tsunyoku@gmail.com>
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.