StanR
ef96583e44
Merge branch 'pp-dev' into rhythm-considerations
2025-01-17 03:02:59 +05:00
Jay Lawton
a83f917d87
osu!taiko star rating and performance points rebalance ( #31338 )
...
* rebalance
* revert pp scaling change
* further rebalancing
* comment
* adjust tests
2025-01-16 21:14:05 +00:00
Jay Lawton
9da8dcd815
osu!taiko stamina balancing ( #31337 )
...
* stamina considerations
* remove consecutive note count
* adjust multiplier
* add back comment
* adjust tests
* adjusts tests post merge
* use diffcalcutils
---------
Co-authored-by: StanR <hi@stanr.info>
2025-01-16 10:30:02 +00:00
Jay Lawton
0a21183e54
reading mono nerf ( #31510 )
2025-01-15 10:34:21 +00:00
Jay Lawton
e2a94ecf56
use isNormal to validate ratio
2025-01-15 20:13:11 +10:00
Natelytle
5bed7c22e3
Remove lower cap on deviation without misses ( #31499 )
2025-01-14 19:12:08 +00:00
Jay Lawton
7cf216dd34
fix license header
2025-01-14 21:32:38 +10:00
Jay Lawton
d1d2f00f64
new rhythm balancing
2025-01-14 21:08:23 +10:00
Jay Lawton
4095b2662b
Add consistentRatioPenalty
to the Colour
skill. ( #31285 )
...
* fix colour
* review fix
Co-authored-by: StanR <castl@inbox.ru>
* remove cancelled out operand
* increase nerf, adjust tests
* fix automated spacing issues
* up penalty
* adjust tests
* apply review changes
* fix nullable hell
---------
Co-authored-by: StanR <castl@inbox.ru>
2025-01-07 11:36:56 +00:00
Jay Lawton
da172b3554
further considerations for rhythm
2024-12-29 21:37:29 +10:00
Jay Lawton
824497d82c
Rewrite of the Rhythm
Skill within osu!taiko ( #31284 )
...
* implement bell curve into diffcalcutils
* remove unneeded attributes
* implement new rhythm skill
* change dho variables
* update dho rhythm
* interval interface
* implement rhythmevaluator
* evenhitobjects
* evenpatterns
* evenrhythm
* change attribute ordering
* initial balancing
* change naming to Same instead of Even
* remove attribute bump for display
* Fix diffcalc tests
---------
Co-authored-by: StanR <hi@stanr.info>
2024-12-27 16:30:30 +03:00
Jay Lawton
f6a36f7b2e
Implement Reading
Skill into osu!taiko ( #31208 )
2024-12-21 13:19:14 +03:00
Jay Lawton
d8c3d899eb
remove particular condition on convert nerf ( #31196 )
...
Co-authored-by: James Wilson <tsunyoku@gmail.com>
2024-12-19 17:22:16 +00:00
Jay Lawton
ecd6b41928
Increase accscalingshift
and include countok
in hit proportion ( #31195 )
...
* revert acc scaling shift to previous values
* increase variance in accuracy values across od
* move return values, move nullcheck into return
---------
Co-authored-by: James Wilson <tsunyoku@gmail.com>
2024-12-19 14:45:11 +00:00
Jay Lawton
4ca88ae2d6
Refactor TaikoDifficultyCalculator
and add DifficultStrain
attributes ( #31191 )
...
* refactor + countdifficultstrain
* norm in utils
* adjust scaling shift
* fix comment
* revert all value changes
* add the else back
* remove cds comments
2024-12-19 11:32:59 +00:00
YaniFR
0f2f25db53
Adjust DifficultyValue
curve to avoid lower star rating of osu!taiko being too inflated ( #31067 )
...
* low sr
* merge two line
* update decimal
* fix formatting
---------
Co-authored-by: StanR <hi@stanr.info>
2024-12-18 21:11:51 +03:00
Jay Lawton
79a3afe06f
Implement considerations for Relax within osu!taiko diffcalc ( #30591 )
2024-12-18 18:16:27 +03:00
Bartłomiej Dach
3cfa455369
Fix strong drum rolls being counted for double the combo in legacy scoring attributes
2024-11-29 10:54:32 +01:00
Hiviexd
2cbb09573d
fix constant algorithm scroll speed
2024-11-14 15:38:10 +01:00
Dan Balasescu
60d45d44bb
Merge pull request #30536 from stanriders/add-diffcalc-helpers
...
Add `DifficultyCalculationUtils`
2024-11-13 17:49:40 +09:00
Dean Herbert
d39a46f861
Merge pull request #30508 from bdach/taiko-strong-bug
...
Fix drum rolls losing width on strong state toggle in editor
2024-11-11 12:16:51 +09:00
StanR
78c97d2cd7
Add DifficultyCalculationUtils
2024-11-07 20:36:00 +05:00
Bartłomiej Dach
5668c62446
Fix drum roll editor blueprint size & input handling
2024-11-05 13:12:01 +01:00
Bartłomiej Dach
387fbc2214
Fix drum rolls losing width on strong state toggle in editor
...
Fixes https://github.com/ppy/osu/issues/30480 .
2024-11-05 11:10:49 +01:00
Bartłomiej Dach
5f1b696387
Fix strong context menu operation not being written properly
2024-11-05 10:59:34 +01:00
Dean Herbert
795477372f
Merge pull request #30456 from smoogipoo/revert-taiko-convert-diffcalc-change
...
Bring back convert nerf to fix overweighted taiko difficulty
2024-11-04 20:00:58 +09:00
Jay Lawton
4eee1f429b
fix spelling error
2024-11-03 00:47:53 +10:00
Dan Balasescu
3e7fcc3c24
Fix NaN values when stamina difficulty is 0
2024-11-01 22:52:51 +09:00
Dan Balasescu
9766d51559
Store attribute to the database
2024-11-01 16:02:02 +09:00
Jay Lawton
ff05bbd63f
Add mono streak index calculation to strain values
2024-10-31 15:25:25 +10:00
Jay Lawton
abe2ee90e0
Change naming of onlyMono to SingleColourStamina
2024-10-31 12:12:14 +10:00
Jay Lawton
21b458d268
change convert specific omissions
2024-10-31 12:08:12 +10:00
Jay Lawton
85aa2ea8af
Change Convert Bonuses to Performance
2024-10-31 10:15:29 +10:00
Nathen
101a4028fa
LTCA save me
2024-10-30 18:57:47 -04:00
Dan Balasescu
e8540a3e7b
Bring back convert nerf to fix overweighted taiko difficulty
2024-10-31 02:15:00 +09:00
Dean Herbert
68e8819f3b
Fix taiko playfield looking weird with new editor toolbox displays
2024-10-25 17:17:19 +09:00
Bartłomiej Dach
1af464d5ae
Bump difficulty calculator versions
...
In order for the new star difficulty to be shown to users on the next
release.
catch's difficulty calculator version is not bumped because the only
catch change pending deploy is https://github.com/ppy/osu/pull/28353 and
that affects performance points only.
2024-10-07 15:38:41 +02:00
Bartłomiej Dach
84d6467e48
Merge branch 'master' into taikostatacc
2024-10-07 14:15:29 +02:00
Bartłomiej Dach
7816c41b94
Only transfer difficulty slider values on commit
...
Closes https://github.com/ppy/osu/issues/30112 .
2024-10-04 14:08:46 +02:00
Bartłomiej Dach
99eb26b7d5
Redo the layout of sections based on discord feedback
...
See
https://discord.com/channels/188630481301012481/188630652340404224/1291358770064130140
and everything after.
2024-10-03 13:53:21 +02:00
Bartłomiej Dach
ddfa877b12
Fix code quality
2024-10-03 13:08:04 +02:00
Bartłomiej Dach
b15608343b
Replace setup screen controls with new "form" controls
2024-10-03 11:49:03 +02:00
Dean Herbert
590f27e0a0
Merge branch 'master' into hotkeys-in-context-menus
2024-10-01 15:50:19 +09:00
Dean Herbert
9a39b80a4d
Merge pull request #29970 from bdach/volume-aware-sample-equality-pitfall
...
Fix argon volume-aware hitsounds not correctly playing immediately after object placement
2024-09-27 16:38:35 +09:00
Dan Balasescu
3111d6a74d
Merge pull request #29986 from OliBomby/refactor-placement-tool
...
Refactor placement blueprints to not be limited to hit objects
2024-09-25 17:59:43 +09:00
OliBomby
e3b4483872
Refactor PlacementBlueprint to not be hitobject specific
2024-09-24 20:31:00 +02:00
Bartłomiej Dach
e8a394f894
Fix argon volume-aware hitsounds not correctly playing immediately after object placement
...
Closes https://github.com/ppy/osu/issues/29832 .
The underlying reason for the incorrect sample playback was an equality
comparer failure.
Samples are contained in several pools which are managed by the
playfield. In particular, the pools are keyed by `ISampleInfo`
instances. This means that for correct operation, `ISampleInfo` has to
implement `IEquatable<ISampleInfo>` and also provide an appropriately
correct `GetHashCode()` implementation. Different audible samples must
not compare equal to each other when represented by `ISampleInfo`.
As it turns out, `VolumeAwareHitSampleInfo` failed on this, due to not
overriding equality members. Therefore, a `new
HitSampleInfo(HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_NORMAL,
volume: 70)` was allowed to compare equal to a
`VolumeAwareHitSampleInfo` wrapping it, *even though they correspond to
completely different sounds and go through entirely different lookup
path sequences*.
Therefore, to fix, provide more proper equality implementations for
`VolumeAwareHitSampleInfo`.
When testing note that this issue *only occurs immediately after
placing an object*. Saving and re-entering editor makes this issue go
away. I haven't looked too long into why, but the general gist of it is
ordering; it appears that a `normal-hitnormal` pool exists at point
of query of a new object placement, but does not seem to exist when
entering editor afresh. That said I'm not sure that ordering aspect of
this bug matters much if at all, since the two `IHitSampleInfo`s should
never be allowed to alias with each other at all wrt equality.
2024-09-23 13:38:26 +02:00
Givikap120
2995df7903
removed unnecessary includes
2024-09-22 15:04:21 +03:00
Givikap120
1b77b3912b
initial commit
2024-09-22 15:01:58 +03:00
Dan Balasescu
c7a2e79b6e
Merge branch 'master' into pp_refactoring_merge_multipliers
2024-09-12 16:22:55 +09:00