Bartłomiej Dach
5668c62446
Fix drum roll editor blueprint size & input handling
2024-11-05 13:12:01 +01:00
Dean Herbert
36b4013fa6
Rename GameplaySkinComponentLookup
-> SkinComponentLookup
2024-08-22 18:46:03 +09:00
Dean Herbert
0d6adf160b
Share scale factor with hit target
2024-05-27 14:20:28 +09:00
Joppe27
76f13b21da
Correct scale of taiko-glow element
2024-05-25 23:28:51 +02:00
Dean Herbert
b84457fd15
Merge branch 'master' into constant-taiko-input-drum-width
2024-01-26 17:18:26 +09:00
Dean Herbert
e78f0bc89b
Merge pull request #26631 from frenzibyte/refactor-taiko-playfield-layout
...
Rewrite osu!taiko playfield adjustment container to keep playfield height constant
2024-01-26 17:17:49 +09:00
Dean Herbert
5aa4235c3d
Simplify TaikoLegacyHitTarget
container hierarchy
2024-01-25 21:02:22 +09:00
Salman Ahmed
d4fef99e1f
Define constant input drum width for osu!taiko
2024-01-20 01:46:15 +03:00
Salman Ahmed
0c03326eaf
Update remaining usages of playfield height
2024-01-20 01:45:39 +03:00
Salman Ahmed
ce4fd6aca5
Rename DEFAULT_HEIGHT
to BASE_HEIGHT
2024-01-19 23:58:58 +03:00
mouzedrift
cbfc6091af
apply proposed changes
2024-01-18 08:22:26 +01:00
mouzedrift
a870f99877
ease out input drum animation and add delay before fading out
2024-01-18 07:19:29 +01:00
Salman Ahmed
bcbb77d383
Fix incorrect assumption in taiko circle piece logic
2023-10-24 02:29:46 +03:00
Salman Ahmed
ab3b51e4a0
Refactor osu!taiko circle piece logic to read better
2023-10-21 00:22:34 +03:00
Bartłomiej Dach
0ae4a0f11f
Adjust gameplay element maximum size limits for backwards compatibility
...
The new limits were chosen by sampling across over 4000 skins. The
methodology for doing so is described in the following gist:
https://gist.github.com/bdach/6228ba41d128b23d1f89142f404108a3
2023-10-05 20:37:10 +02:00
Salman Ahmed
ad86bf2d56
Revert redundant size limitations
...
Already handled by the sprites themselves being resized.
2023-09-21 19:03:59 +03:00
Salman Ahmed
291a91be66
Change extension from retrieval to post-processing instead
2023-09-19 03:40:30 +03:00
Dean Herbert
9d17539778
Add size limitations for taiko drum rolls
2023-09-05 18:01:19 +09:00
Salman Ahmed
d286816ba8
Add limit to taiko hit elements
2023-09-03 02:22:58 +03:00
Bartłomiej Dach
055e4a78f0
Merge branch 'master' into taiko-hitsounding-final-attempt
2023-07-08 18:10:04 +02:00
Dean Herbert
f54eb8d7fa
Move DrumSamplePlayer
to be a skinnable component
2023-07-05 18:44:27 +09:00
Dean Herbert
3b9d7af9ee
Fix taiko hit overlay animation timing not accounting for timing section start time
2023-07-05 17:25:31 +09:00
Dean Herbert
2fd535ea20
Apply same immediate transform logic to TaikoLegacyPlayfieldBackgroundRight
to fix it sticking during rewind
2022-12-02 17:33:18 +09:00
Dean Herbert
ebc75d40d2
Switch to using immediate transforms to make rewind handle better
2022-12-02 17:32:57 +09:00
Dean Herbert
47855de6ab
Fix multiple issues with transform handling
2022-12-02 16:55:38 +09:00
Joppe27
a7f4325d3c
Revert hacky fade value and fix test
2022-12-01 12:16:58 +01:00
Joppe27
f9a9ab1d9b
Use BeatSyncedContainer and adjust values to be in line with stable
2022-11-30 19:50:47 +01:00
Joppe27
f3fa39f254
Add legacy taiko kiai glow element
2022-11-30 00:44:20 +01:00
Dan Balasescu
7bc8908ca9
Partial everything
2022-11-27 00:00:27 +09:00
Bartłomiej Dach
6e9d163c72
Specify canBeNull: true
in [Resolved]
for now
2022-11-22 20:56:07 +01:00
Bartłomiej Dach
ce7af0df63
Always use current timing point for circle piece animation
...
Using `LifetimeStart` seemed arbitrary and wrong not only in a
compatibility-with-stable sense, but also in a general sanity sense (why
would each object potentially be using a different timing point to
animate?)
2022-11-22 20:39:22 +01:00
Bartłomiej Dach
38f2a27f53
Split animation logic to its own method
...
Also add a guard, to bypass all of it if the foreground layer is not in
fact animatable.
2022-11-22 20:39:05 +01:00
Joppe27
5343f6922c
Add legacy circle piece animations based on combo
2022-11-22 17:22:00 +01:00
Dean Herbert
1aa0e40f2f
Add "Component" prefix to lookup naming
2022-11-09 17:46:43 +09:00
Dean Herbert
c908969d9b
Rename ISkinComponent
to ISkinLookup
2022-11-09 17:46:43 +09:00
Dan Balasescu
5dfaf27722
A bit more cleanup
2022-11-02 17:23:45 +09:00
Dean Herbert
bc3382f373
Apply NRT to many taiko classes
2022-11-02 17:15:25 +09:00
Joppe27
a21acdb5bc
Implement kiai flashing for legacy taiko skins
2022-10-18 23:55:02 +02:00
Dean Herbert
8bf4ca4b53
Add legacy skin fallback when beatmap skin is providing resources
2022-10-12 17:47:20 +09:00
Dean Herbert
ad28bfc9b2
Fix taiko blueprints displaying incorrectly for drum rolls
2022-08-18 17:18:11 +09:00
Dan Balasescu
b4e55f7309
Apply IRenderer changes
2022-08-02 19:50:57 +09:00
Salman Ahmed
b32ff68a95
Enable NRT on taiko legacy skin transformer and tests
2022-07-30 09:43:51 +03:00
Salman Ahmed
0940e703b3
Fix normal skin hitsounds prioritised over default taiko hitsounds
2022-07-30 09:15:28 +03:00
Dean Herbert
4279ac866c
Tidy up unnecessary changes and remove unused classes
2022-07-22 17:58:52 +09:00
Dean Herbert
c32af3c041
Merge branch 'master' into hongaaronc/master
2022-07-22 15:55:38 +09:00
Salman Ahmed
28150dc15d
Merge branch 'master' into taiko-target-classic-position
2022-07-18 20:45:29 +03:00
Dan Balasescu
f8830c6850
Automated #nullable processing
2022-06-17 16:37:17 +09:00
Dean Herbert
859a83ac90
Remove unused field and fix typo
2022-06-02 14:48:26 +09:00
Aaron Hong
f6e9dfe7bf
Fix naming rule violations
2022-06-01 01:03:21 -07:00
Aaron Hong
2471c242b4
Merge branch 'master' of https://github.com/ppy/osu into ppy-master
2022-05-31 21:01:04 -07:00