See https://github.com/ppy/osu/issues/29720,
https://discord.com/channels/188630481301012481/188630652340404224/1334294048541904906.
This removes the tooltip due to being zero or negative information, and
also changes the description of the setting to not contain the word
"mirror", which will hopefully quash the "this is where I would place a
mirror to my screen to achieve what I want" interpretation which seems
to be a minority interpretation.
The first time this was complained about I figured this was probably a
one guy issue, but now it's happened twice, and I never want to see this
conversation again.
Closes https://github.com/ppy/osu/issues/25608.
Logic mostly matching stable. All operations are done on `ComboOffset`
which still makes overridden combo colours weirdly relatively dependent
on each other rather than them be an "absolute" choice, but alas...
As per stable, two consecutive new combos can use the same colour only
if they are separated by a break:
52f3f75ed7/osu!/GameModes/Edit/Modes/EditorModeCompose.cs#L4564-L4571
This control is only available once the user has changed the combo
colours from defaults; additionally, only a single new combo object
must be selected for the colour selector to show up.
As I look into re-implementing the ability to choose combo colour for an
object (also known as "colourhax") from the editor UI, I stumble upon
these wretched ternary items again and sigh a deep sigh of annoyance.
The structure is overly rigid. `TernaryItem` does nothing that
`DrawableTernaryItem` couldn't, except make it more annoying to add
specific sub-variants of `DrawableTernaryItem` that could do more
things.
Yes you could sprinkle more levels of virtuals to
`CreateDrawableButton()` or something, but after all, as Saint Exupéry
says, "perfection is finally attained not when there is no longer
anything to add, but when there is no longer anything to take away."
So I'm leaning for taking one step towards perfection.
Less transforms in gameplay is always better.
This fixes repeat arrows animating completely incorrectly in the editor
(and probably gameplay when rewinding).
Closes https://github.com/ppy/osu/issues/31286.
Curious on thoughts about how the instant arrow fade looks on
non-classic skins. On argon it's probably fine, but it does look a
little off on triangles...
I was a bit too eager to replace all calls with the new `provider`
in
dae380b7fa,
while it doesn't actually make sense.
To handle the case that was trying to be fixed, using the `provider` to
check whether the *prefix* version of the circle sprite is available is
enough alone.
Closes https://github.com/ppy/osu/issues/31200