Dean Herbert
d0b1ebff5a
Revert "Temporary rollback of framework / SDL3"
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This reverts commit d7d569cf4e
.
2024-05-22 16:29:39 +08:00
Dean Herbert
d7d569cf4e
Temporary rollback of framework / SDL3
2024-05-21 14:36:16 +08:00
Dan Balasescu
3b8b56cbcb
Apply required changes after framework masking updates
2024-05-09 20:18:53 +09:00
Andrei Zavatski
1fb19e7129
Reduce allocations in DrawableSpinner
2024-02-24 20:18:30 +03:00
Andrei Zavatski
c500264306
Cache created judgement in HitObject
2024-02-09 23:20:31 +03:00
Bartłomiej Dach
39fe078984
Merge branch 'master' into hit-object-result-allocations
2024-02-05 13:24:10 +01:00
Bartłomiej Dach
2976f225e0
Improve xmldoc of state
param
2024-02-05 13:22:58 +01:00
Bartłomiej Dach
efe6bb25b1
Refactor result application around again to remove requirement for fields
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Co-authored-by: Dean Herbert <pe@ppy.sh>
2024-02-05 13:21:01 +01:00
Dan Balasescu
b44f77cee1
Update R# + fix inspections
2024-02-02 21:00:28 +09:00
Dean Herbert
de32e7815b
Clean up DrawableHitObject
events on Dispose
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This is just general safeties to avoid cases where
components don't correctly unbind events.
2024-01-29 15:28:20 +09:00
Dean Herbert
347e88f597
Add note about using static
callback
2024-01-26 16:21:48 +09:00
Chandler Stowell
93bd3ce5ae
update DrawableHitCircle.ApplyResult
to pass this
to its callback
2024-01-25 11:25:41 -05:00
Chandler Stowell
d2775680e6
use stack to pass action state when applying hit results
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this removes closure allocations
2024-01-24 13:13:45 -05:00
Dean Herbert
e9289cfbe7
Reduce precision of audio balance adjustments during slider sliding
2024-01-05 02:26:30 +09:00
Poyo
0cf925dadf
Use better fallback
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Seems better to use the rate from a non-gameplay clock than to arbitrarily apply 1.
2023-11-21 15:18:04 -08:00
Poyo
d9cd546377
Use rate fallback in DrawableHitObject
2023-11-18 12:09:37 -08:00
Poyo
a73c870712
Allow GameplayRate to be nullable and assert before use
2023-11-15 17:00:35 -08:00
Poyo
f5e1734de9
Use soft-cast to access IGameplayClock
2023-11-14 13:51:55 -08:00
Poyo
f794d4dc83
Allow gameplayClock to be null
2023-11-12 13:29:40 -08:00
Poyo
e67725f5d6
Use IGameplayClock for rate
2023-11-12 12:14:19 -08:00
Poyo
064857c40b
Calculate unstable rate using rate-adjusted offsets
2023-11-10 19:57:44 -08:00
Bartłomiej Dach
b321d556b6
Enforce minimum gameplay sample volume of 5%
2023-10-20 15:50:13 +02:00
Dan Balasescu
a1a46e58fc
Move validation to DHO.ApplyResult()
2023-10-10 21:42:37 +09:00
Bartłomiej Dach
5be5335784
Reword comment to be better
2023-08-22 09:37:54 +02:00
OliBomby
e283aa2843
Update inline comments
2023-08-21 13:09:31 +02:00
OliBomby
d2f5e696e7
Fix DrawableHitObject state not synchronizing with hitobject edits
2023-08-11 22:34:04 +02:00
Dean Herbert
e0fc97bb93
Replace various local implementations of rewinding checks with new property
2023-07-07 15:21:24 +09:00
Dean Herbert
3f8dfc7cb0
Fix fallback for Judged
to be more correct
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Without this change, when the `Judged` value is checked on an
`HitObjectLifetimeEntry` it would return `true` if a `DrawableHitObject`
has not yet been associated with the entry. Which is completely wrong.
Of note, the usage in `DrawableHitObject` will have never fallen through
to this incorrect value as they always have a result populated:
f26f001e1d/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs (L721-L726)
2023-07-05 18:03:58 +09:00
Bartłomiej Dach
6c4e52821d
Redirect judgement-related flags from DHO to HOLE
2023-07-04 23:45:08 +02:00
Bartłomiej Dach
0ceaf3c451
Ensure synthetic entries from non-pooled DHO are linked to parents
2023-07-04 23:45:08 +02:00
Dean Herbert
64498e95a4
Add an IAnimationTimeReference
to DrawableHitObject
to synchronise all animations
2023-05-08 18:56:29 +09:00
OliBomby
ebe1d852f5
remove other usages of hitobject SampleControlPoint
2023-04-25 16:01:43 +02:00
Bartłomiej Dach
db86ced4b4
Invoke RevertResult
on parent DHO when nested DHO is reverted
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The behaviour described above was removed in
812a4b412a
, thus henceforth
contradicting `RevertResult`'s xmldoc. As it is relied on by some
external rulesets, bring it back to unbreak them.
2023-04-11 18:29:08 +02:00
Bartłomiej Dach
3ee046000e
Merge branch 'master' into revert-result-in-playfield
2023-02-16 21:54:29 +01:00
Dean Herbert
da8ab7143b
Merge branch 'master' into maximum-judgement-offset-in-hit-object
2023-02-15 14:48:15 +09:00
Dean Herbert
9d09141ab7
Move taiko-specific property out of DrawableHitObject
2023-02-12 16:09:28 +09:00
Dean Herbert
34d1890f1c
Change snapping to only apply to classic mod
2023-02-09 18:22:14 +09:00
ekrctb
258de3b2d8
Store RawTime in JudgementResult
2023-02-09 17:15:37 +09:00
ekrctb
5f0636c330
Merge branch 'maximum-judgement-offset-in-hit-object' into revert-result-in-playfield
2023-02-09 16:47:58 +09:00
Dean Herbert
74ab036f3e
Refactor SkinnableSound.Samples
to be non-nullable
2023-01-27 19:32:30 +09:00
ekrctb
efef97d5be
Store Result.TimeAbsolute separately from offset
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Calculating from TimeOffset is bad because it loses precision.
The result time won't change anymore
even If `HitObject.GetEndTime()` changes later.
2023-01-24 15:35:06 +09:00
ekrctb
11e1b22bf5
Move MaximumJudgementOffset to HitObject
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We want to access this property for computing lifetime
2023-01-19 21:23:55 +09:00
ekrctb
812a4b412a
Move judgement result revert logic to Playfield
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Previously, some judgement results were not reverted
when the source DHO is not alive (e.g. frames skipped in editor).
Now, all results are reverted in the exact reverse order.
2023-01-19 19:57:13 +09:00
Berkan Diler
08d2fbeb8e
Use new ArgumentNullException.ThrowIfNull throw-helper API
2022-12-22 21:27:59 +01:00
Bartłomiej Dach
2e19e93036
Rename method
2022-11-30 22:54:14 +01:00
Derrick Timmermans
cff3e06ad6
Update state based on result during LoadComplete
2022-11-27 20:57:00 +01:00
Dan Balasescu
7bc8908ca9
Partial everything
2022-11-27 00:00:27 +09:00
Dean Herbert
106f1cf90b
Merge branch 'master' into combo-colour-brightness-limit
2022-11-11 18:24:39 +09:00
Dean Herbert
dd4cd3cf8e
Move gameplay configuration to interface to allow editor overriding
2022-11-08 18:25:24 +09:00
Dean Herbert
c69a4f9333
Move major barline portion to default implementation to allow for further customisation
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Of note, this removes the "major" barline triangles from legacy skins. I
think this is more correct, as they did not display in stable.
2022-11-07 14:29:58 +09:00