It's a common mistake by newer pp dev contributors to increase the
wiggle multiplier not knowing its at its maximum, so I added a comment
to try to avoid more people doing it.
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Co-authored-by: StanR <8269193+stanriders@users.noreply.github.com>
Fun correctness bug.
ScoreV1 multiplier uses the **nomod** peppy stars (i.e the beatmap's
"base" HP, OD and CS) in all cases, which was generally the intention
with this code but it passes the wrong beatmap resulting in it using
modded values for this.
Cross referenced with stable and this now results in the expected
multipliers.
Results in some very minor (<3pp from my testing) changes for HR and EZ
scores with combo breaks.
* Implement new portion formula
* Change the formula
* Use base value of 5 sliders
* Make the threshold harsher
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Co-authored-by: StanR <8269193+stanriders@users.noreply.github.com>
* Remove unnecessary information from matchmaking beatmap panel
* Move avatar overlay inside card for better layout
* Allow higher jumping when jumping in succession
* Exclude player panel avatars from masking
* Adjust player panel animations a bit further
* Add avatar-only display mode
* Fix round warmup test not working
* Remove dead test scenes
* Fix edge case where users are added to not-yet-loaded card
* Decouple `PlayerPanel` from `UserPanel`
* Fix remaining test failure (and rename test to match new naming)
I'm not exactly sure on the reproduction scenario here, but I have had
switching ruleset with converts disabled crash on me a few times
today. It appears to happen sometimes when after the switch the expanded
group no longer exists in the set mapping, because a filter just ran and
removed that group from set of possible groups because there'd be no
beatmaps under it.
I tried to manufacture a quick test but it's not a quick one to test
because filtering intereference is required to reproduce, I think.
I will try again on request but I mostly just want to get this fix out
ASAP before I finish up for the day.
Because the detached store exists and has a chance to actually
semi-reliably intercept a beatmap update operation, I decided to try
this. It still uses a bit of a heuristic in that it checks for
transactions that delete and insert one beatmap each, but probably the
best effort thus far?
Notably old song select that was already doing the same thing locally to
itself got a bit broken by this, but with some tweaking that *looks* to
be more or less harmless I managed to get it unbroken. I'm not too
concerned about old song select, mind, mostly just want to keep it
*vaguely* working if I can help it.