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mirror of https://github.com/ppy/osu.git synced 2024-12-14 08:52:55 +08:00
Commit Graph

1697 Commits

Author SHA1 Message Date
Bartłomiej Dach
1e03bd11a3
Fix test compile failures 2024-10-21 13:57:34 +02:00
Dean Herbert
ad3007eaad
Adjust ILocalUserPlayInfo to expose whether gameplay is in a paused/break state 2024-10-01 17:53:46 +09:00
Dean Herbert
2d993645af
Add test coverage of judgements not being synced when resuming a replay 2024-09-18 15:28:10 +09:00
Bartłomiej Dach
0e663d1801
Revert default combo counter code to pre-abstractification (and nuke eldritch abstract entity) 2024-09-11 11:44:59 +02:00
Bartłomiej Dach
7e53df5226
Add failing test coverage 2024-09-06 13:15:21 +02:00
Dean Herbert
791ce218fc
Add test coverage of beatmap offset edge case failure 2024-09-05 19:04:52 +09:00
Bartłomiej Dach
a3b0ff4808
Merge branch 'master' into break-overlay-animation 2024-08-27 11:17:56 +02:00
Bartłomiej Dach
321e509f11
Merge pull request #29615 from peppy/break-overlay-improvements
Add shadow around break overlay middle content to make sure it remains visible
2024-08-27 11:16:08 +02:00
Bartłomiej Dach
7c0550d251
Merge pull request #29500 from frenzibyte/fix-pausing-for-the-millionth-time
Fix oversight in osu! pause input handling
2024-08-27 10:04:47 +02:00
Bartłomiej Dach
e59689f31a
Fix test and NRT failure 2024-08-27 09:49:49 +02:00
Dean Herbert
6f1664f0a6
Add beat-synced animation to break overlay
I've been meaning to make the progress bar synchronise with the beat
rather than a continuous countdown, just to give the overlay a bit more
of a rhythmic feel.

Not completely happy with how this feels but I think it's a start?

I had to refactor how the break overlay works in the process. It no
longer creates transforms for all breaks ahead-of-time, which could be
argued as a better way of doing things. It's more dynamically able to
handle breaks now (maybe useful for the future, who knows).
2024-08-27 16:34:37 +09:00
Dean Herbert
c2c83fe73d
Fix TestSceneBreakTracker not removing old drawables
Also adds a bright background for testing overlay display.
2024-08-27 14:33:36 +09:00
Dean Herbert
48cfd77ee8
Component -> Lookup 2024-08-23 14:48:50 +09:00
Dean Herbert
b57b8168a6
Rename Target lookup to Component 2024-08-22 19:00:28 +09:00
Dean Herbert
9a21174582
Move GlobalSkinnableContainers to global scope 2024-08-22 18:46:07 +09:00
Dean Herbert
f37cab0c6e
Rename SkinComponentsContainerLookup to GlobalSkinnableContainerLookup 2024-08-22 18:39:36 +09:00
Dean Herbert
41756520b1
Rename SkinComponentsContainer to SkinnableContainer 2024-08-22 17:42:50 +09:00
Dan Balasescu
2011d5525f
Add flaky test attribute to some tests
See occurences like https://github.com/ppy/osu/actions/runs/10471058714.
2024-08-20 22:21:10 +09:00
Dean Herbert
73f2f5cb12
Fix more tests 2024-08-20 17:59:55 +09:00
Salman Ahmed
2ecf5ec939 Add further test coverage 2024-08-20 16:47:20 +09:00
Dean Herbert
5ba1b4fe3d
Update test coverage 2024-08-20 01:13:00 +09:00
Salman Ahmed
9e962ce314 Add failing test case 2024-08-19 14:14:12 +09:00
Dean Herbert
e465049050
Merge branch 'master' into mania-combo-counter 2024-08-14 15:12:00 +09:00
Dan Balasescu
4b4f0ecf7d
Merge pull request #29342 from cl8n/remove-mania-action-special
Remove "Special" `ManiaAction`s for center columns
2024-08-13 15:36:36 +09:00
Dean Herbert
80c814008f
Update in line with new changes 2024-08-09 14:55:01 +09:00
Dean Herbert
e645651ef4
Merge branch 'master' into mania-combo-counter 2024-08-09 00:19:17 +09:00
clayton
48d9bc982f
Fix tests 2024-08-07 14:36:04 -07:00
Dean Herbert
3c572abaa7
Merge branch 'master' into ruleset-specific-combo-counter 2024-08-08 03:21:52 +09:00
Dean Herbert
8619bbb943
Fix legacy key counter's background being visible when intended to be hidden 2024-08-06 16:12:00 +09:00
Dean Herbert
60fc02bb9b
Merge branch 'master' into feature/skin/legacy-input-overlay 2024-08-06 14:05:33 +09:00
Salman Ahmed
dc9f6a07cb Fix inspections 2024-08-02 11:16:32 +03:00
Salman Ahmed
c3b2d81066 Add failing test case 2024-08-02 10:19:44 +03:00
Salman Ahmed
3e8917cadb Add test case against resetting score in download button 2024-07-26 05:08:13 +03:00
Bartłomiej Dach
12a9086aa3
Fix test failure
After the legacy key counter was moved to ruleset-specific component
containers, `TestSceneSkinnableHUDOverlay` no longer had a key counter,
because it wasn't creating a ruleset-specific HUD component container
due to

    4983e5f33e/osu.Game/Screens/Play/HUDOverlay.cs (L131-L133)

Therefore, to fix, do just enough persuading to make it create one.
2024-07-24 18:30:18 +02:00
Bartłomiej Dach
087dd759be
Adjust layout to ballpark-match stable
I dunno what the wiki is claiming with the "24px" figure or why
but I'm not playing conversion games either. Dimensions ballparked
via screenshots captured at x768 resolution.

Also removes a weird homebrew method to keep the text upright.
There is one canonical way to do this, namely
`UprightAspectMaintainingContainer`. And the other key counters
were already using it.
2024-07-24 14:52:56 +02:00
Bartłomiej Dach
ace5071d88
Add better test scene 2024-07-24 14:25:51 +02:00
normalid
95f287104e Add visual test seane 2024-07-24 12:24:58 +08:00
Bartłomiej Dach
088b8aff11
Merge pull request #28881 from smoogipoo/fix-judgement-cut
Fix judgement animation getting cut early
2024-07-22 09:24:57 +02:00
Salman Ahmed
d7651ef387 Add extensive test cases for correct input handling while paused in osu! & non-osu! 2024-07-19 18:48:35 +03:00
Dan Balasescu
f3cd3d7d3b
Fix TestAllSamplesStopDuringSeek test failure
https://github.com/smoogipoo/osu/actions/runs/9986761756/job/27599851263

This is a bit of a workaround, likely timing related. I don't foresee an
until step in this case to cause false-passes.
2024-07-18 16:26:42 +09:00
Salman Ahmed
7a39435017 Fix intermitent test failure in TestSceneArgonHealthDisplay 2024-07-18 01:20:50 +03:00
Bartłomiej Dach
76d016df34
Fix code inspection 2024-07-16 11:31:16 +02:00
Dan Balasescu
d4ea604ad0
Add test 2024-07-16 18:19:00 +09:00
Salman Ahmed
da4067d059 Add failing test case 2024-07-08 16:06:34 +03:00
Salman Ahmed
dce1b4ec6c Merge branch 'master' into ruleset-specific-combo-counter 2024-07-01 08:31:40 +03:00
Salman Ahmed
0c34e7bebb Store layout version in SkinLayoutVersion instead and refactor migration code 2024-07-01 08:30:37 +03:00
Salman Ahmed
dc1fb4fdca Add test coverage 2024-06-25 05:55:05 +03:00
Dean Herbert
15fbad0097
Merge pull request #28480 from bdach/storyboard-pass-fail-show
Implement toggling visibility of pass and fail storyboard layers
2024-06-16 11:08:00 +09:00
Dean Herbert
6bd633f8ce
Apply NRT to test scene 2024-06-15 17:26:57 +08:00
Bartłomiej Dach
67ca7e4135
Implement toggling visibility of pass and fail storyboard layers
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.
2024-06-14 13:59:02 +02:00