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Commit Graph

2180 Commits

Author SHA1 Message Date
Dean Herbert
a6531bf73e Don't show distance snap grid for spinners (for now) 2020-02-07 19:09:23 +09:00
Dean Herbert
e08437c5dc Track placement object in EditorBeatmap 2020-02-07 18:03:14 +09:00
Dean Herbert
e31d69c749 Add commit status to EndPlacement; call BeginPlacement on initial movement 2020-02-07 18:02:48 +09:00
Dan Balasescu
a6a285bc09
Merge branch 'master' into fix-editor-snapping-inaccuracy 2020-02-07 17:20:42 +09:00
Dan Balasescu
e6060d5ecc
Merge pull request #7749 from peppy/fix-incorrect-distance-snap-grip
Fix incorrect distance snap grid being displayed when in selection mode
2020-02-07 17:20:28 +09:00
Dean Herbert
8990152315 Fix duration snapping still being incorrect 2020-02-07 16:43:50 +09:00
Dean Herbert
3aa18abd99
Fix typo in xmldoc
Co-Authored-By: Tree <thewildtree@outlook.com>
2020-02-07 16:22:59 +09:00
Dean Herbert
f63bf06373 Fix incorrect distance snap grid being displayed when in selection mode 2020-02-07 16:09:54 +09:00
Dean Herbert
7460018cd3 Move combo colours to GlobalSkinColours 2020-02-07 14:58:07 +09:00
Bartłomiej Dach
5fde4f2c0c Fix lifetime calculation in overlapping algorithm
Changes to lifetime calculation in scrolling rulesets introduced in
#7367, which aimed to account for the distance between hit objects'
origin and its edge entering the scrolling area, fixed some issues with
hitobjects appearing abruptly, but also regressed some other scenarios.

Upon investigation, the regression was localised to the overlapping
scroll algorithm. The reason for this was two-fold:

* The previous code used TimeAt() to calculate the time of travel from
  the hit object's edge to its origin. For other algorithms, that time
  can be accurately reconstructed, because they don't have periods of
  time where there are multiple hit objects scrolling at different
  velocities.

  That invariant does not hold for the overlapping algorithm, therefore
  it is possible for different values to be technically correct for
  TimeAt(). However, the only value that matters for the adjustment
  is the one that's indicated by the control point that applies to the
  hit object origin, which can be uniquely identified.

* Additionally, the offset returned (even if correct) was applied
  externally to the hit object's start time and passed to
  GetDisplayStartTime(). In the overlapping algorithm, the choice of
  control point used in GetDisplayStartTime() is important, since
  the value of the speed multiplier is read within.

  Externally rewinding the hit object's start time meant that in some
  cases the speed multiplier of the *previous* control point is applied,
  which led to hit objects appearing too late if the scrolling rate
  decreased.

Because of the above, modify GetDisplayStartTime() to take the offset
into account in all algorithms, and apply the adjustment correctly
inside of them. The constant and sequential algorithms needed no
adjustment from the previous logic, since:

* the constant algorithm disregarded control points, and
* the sequential algorithm would effectively rewind to time = 0,
  calculate the absolute distance from time = 0 to the hit object start,
  apply the origin offset *to the absolute distance*, and then convert
  back to time, applying all control points in sequence. Due to this
  it was impossible for control points to get mixed up while
  calculating.

As for the overlapping algorithm, the high-level logic is as follows:

* The distance that the origin has to travel is the length of the scroll
  plus the distance from the origin to the object edge.
* The above distance divided by the scroll length gives the relative
  scroll lengths that the object has to travel.
* As one relative scroll length takes one time range, the relative
  travel length multiplied by the time range gives the absolute travel
  time of the object origin.
* Finally, the control point multiplier applicable at origin time is
  applied to the whole travel time.

Correctness of the above is demonstrated by visual tests added before
and headless unit tests of the algorithms themselves. The sequential
scroll algorithm was not covered by unit tests, and remains uncovered
due to floating-point inaccuracies that should be addressed separately.
2020-02-06 23:13:28 +01:00
Dean Herbert
daf5fa9da4 Throw NotSupportedException instead 2020-02-06 13:16:32 +09:00
Dean Herbert
cd6902a312 Make EndTime and RepeatCount settable 2020-02-05 17:52:51 +09:00
Dean Herbert
63c595ed97 Make EditorBeatmap a component and move UpdateHitObject to it 2020-02-05 17:48:21 +09:00
Bartłomiej Dach
434c0d92e4 Use Bindable{Float,Double}s everywhere
To avoid further floating-point comparison bugs, remove all usages of
Bindable<{float,double}>, replacing them with their
Bindable<Float,Double> counterparts.
2020-02-01 22:50:29 +01:00
Berkan Diler
9596030e1d Make use of ElementAtOrDefault() when possible 2020-01-31 18:32:47 +01:00
Dean Herbert
9f0f09a844
Add a reverse setting for Winding mods (#7222)
Add a reverse setting for Winding mods
2020-01-29 20:29:32 +09:00
Dan Balasescu
77b1bf3ee2
Merge pull request #7648 from peppy/keyboard-composition-tools
Allow selecting composition tools using 1-4 keys
2020-01-29 17:29:11 +09:00
Dan Balasescu
37c7fe30fa
Merge branch 'master' into keyboard-composition-tools 2020-01-29 16:52:47 +09:00
Dan Balasescu
66b8d38d42
Merge branch 'master' into selection-composition-conformity 2020-01-29 16:52:45 +09:00
smoogipoo
ec015d750b Merge remote-tracking branch 'origin/master' into reverse-winding 2020-01-29 15:38:06 +09:00
smoogipoo
17294b1b09 Make wind down max value 200% 2020-01-29 15:34:36 +09:00
Dan Balasescu
65ac412ff8
Merge branch 'master' into fix-beat-snap 2020-01-29 15:32:27 +09:00
Dean Herbert
8e2159e4eb Ensure selection tool correctly matches selection state
- When a selection is made (via the timeline) the selection tool should become the select tool.
- When the selection tool is changed to anything *but* the select tool, the selection should be cleared.
2020-01-28 15:13:12 +09:00
Dean Herbert
7e0c45de6d Allow selecting composition tools using 1-4 keys 2020-01-28 15:09:03 +09:00
Dean Herbert
e81d3c51ed Move select tool to an actual tool implementation
Also tidies up radio button action firing so calling Select actually fires the associated action in all cases.
2020-01-28 15:05:29 +09:00
Dean Herbert
58654f28b6 Fix beat snap implementation being incorrect 2020-01-28 12:48:24 +09:00
unknown
d9e21a572f remove unecessary comment 2020-01-28 07:13:28 +08:00
unknown
a6124ae499 fix typo on ScoreProcessor xmldoc 2020-01-27 08:24:15 +08:00
unknown
7f538cfa74 allow setting initial rate instead of reversing 2020-01-27 07:56:18 +08:00
unknown
12b9e8146e Merge remote-tracking branch 'upstream/master' into reverse-winding 2020-01-26 16:19:57 +08:00
smoogipoo
027778acc1 Fix slider circles not being selected by default 2020-01-24 17:51:24 +09:00
Dean Herbert
ea2271c905 Merge branch 'master' into timeline-maybe 2020-01-24 13:39:51 +09:00
Dean Herbert
a6d97f8ee6
Merge pull request #7577 from ProTheory8/mod-autoopen
Make Difficulty Adjust mod customisation menu open automatically
2020-01-23 17:03:04 +09:00
Dean Herbert
143d47ec93
Merge pull request #7538 from peppy/decouple-blueprint-container
Decouple blueprint container to allow usage in timeline
2020-01-23 16:13:51 +09:00
Dan Balasescu
0df9703c46
Merge branch 'master' into mod-autoopen 2020-01-23 16:04:43 +09:00
Dean Herbert
02ae92418f Merge remote-tracking branch 'upstream/master' into decouple-blueprint-container 2020-01-23 15:54:46 +09:00
Dean Herbert
289be7a17b Merge branch 'i-beat-snapping' into timeline-maybe 2020-01-23 15:45:33 +09:00
Dan Balasescu
e988976012
Merge branch 'master' into mod-autoopen 2020-01-23 15:34:19 +09:00
Dean Herbert
ccf911884b Remove passed in BaetDivisor 2020-01-23 15:31:56 +09:00
Dean Herbert
098d643955 Move beat snapping to its own interface 2020-01-23 14:39:56 +09:00
Dean Herbert
56c044c44a Move beat snapping to its own interface 2020-01-23 14:30:25 +09:00
smoogipoo
7b2f58eb30 Apply OnRelease method signature refactorings 2020-01-22 13:22:34 +09:00
Dean Herbert
98aaf38649 Fix playfield movement regressing 2020-01-21 23:58:51 +09:00
Dean Herbert
24a466ab24 Avoid null by calling initial OnDeselected later 2020-01-21 17:36:21 +09:00
Dean Herbert
8f16c1cb04 Add non-hiding selection state 2020-01-21 14:21:00 +09:00
Dean Herbert
bd96cf94a6 Begin refactoring SelectionBlueprint to handle non-drawable HitObjects 2020-01-21 12:47:14 +09:00
ProTheory8
02f26e4a4d
Update comment
Co-Authored-By: Salman Ahmed <email@iisalman.me>
2020-01-21 08:44:22 +05:00
ProTheory8
41295bc27c Difficulty Adjust mod customisation menu opens automatically now 2020-01-20 21:06:36 +05:00
Dean Herbert
25aff5d96e Merge remote-tracking branch 'upstream/master' into decouple-blueprint-container 2020-01-20 17:08:59 +09:00
mcendu
e096688ac8
simplify some stuff 2020-01-16 17:58:47 +08:00
smoogipoo
5f178b7755 General refactorings 2020-01-16 11:54:03 +09:00
Dean Herbert
d57f55f053 Apply remaining changes required to restore previous functionality 2020-01-15 19:09:49 +09:00
mcendu
970653470c
format 2020-01-15 17:49:45 +08:00
mcendu
12cf304598
Update ModDaycore icon 2020-01-14 21:23:09 +08:00
mcendu
5d160376c0
nullable-ize Mod.Icon 2020-01-14 21:22:00 +08:00
mcendu
abdebcfddc
switch to changing Mod property 2020-01-14 20:11:32 +08:00
mcendu
c08fc62e00
expose setter of Mod 2020-01-14 19:59:43 +08:00
smoogipoo
91735ff367 Update MathUtils namespace usages 2020-01-09 13:43:44 +09:00
Albie Spriddell
23ed64c5fd Merge branch 'rpc' of https://github.com/aspriddell/osu into rpc 2020-01-03 13:08:06 +00:00
Albie Spriddell
71a3db7cd6 remove from rulesetinfo 2020-01-03 13:08:01 +00:00
Albie
b500ee44fb
Update osu.Game/Rulesets/Ruleset.cs
Co-Authored-By: Salman Ahmed <email@iisalman.me>
2020-01-03 13:00:57 +00:00
Albie Spriddell
5940851519 remove database dependency 2020-01-03 12:17:01 +00:00
Albie Spriddell
3a903339d6 add playingverb and database migrations 2020-01-03 11:39:15 +00:00
Dan Balasescu
c07cfce3b3
Merge branch 'master' into resource-assembly 2020-01-03 17:56:25 +09:00
Dean Herbert
ee332e0d42 Split out BlueprintContainer functionality further 2020-01-02 18:21:16 +09:00
smoogipoo
0f8a76afde Remove manual hitobject sample namespacing 2020-01-02 14:27:27 +09:00
Dean Herbert
f09f9eb07d Merge branch 'master' into general-editor-beatmap 2020-01-01 23:27:08 +09:00
Dean Herbert
ca90f708f1 Merge remote-tracking branch 'upstream/master' into remove-editor-beatmap-generics 2020-01-01 21:03:31 +09:00
smoogipoo
8c378dc625 Move EditorBeatmap construction/conversion to Editor 2019-12-30 14:51:14 +09:00
Huo Yaoyuan
1b33581667 Construct DllResourceStore with assemblies 2019-12-28 21:13:18 +08:00
Bartłomiej Dach
3621362a48 Merge branch 'master' into scrolling-container-origin-adjust 2019-12-27 16:52:21 +01:00
Dean Herbert
5efb7e8015 Always update default value 2019-12-27 23:01:52 +09:00
smoogipoo
6069d98ced Remove generic editor beatmap 2019-12-27 19:39:30 +09:00
Dean Herbert
2c8879f0fb Lock user adjusted difficulty settings when changing beatmap 2019-12-27 19:05:17 +09:00
Dan Balasescu
199c0bca02
Merge branch 'master' into fix-mod-read-setting 2019-12-27 17:45:24 +09:00
Dan Balasescu
ecfe1d361b
Merge branch 'master' into fix-mod-read-setting 2019-12-27 17:29:13 +09:00
Dean Herbert
b330aec03e Drain starting at the first hitobject, not gameplay start 2019-12-27 16:16:30 +09:00
smoogipoo
c22744de2c Better define minimum health targets 2019-12-27 12:46:35 +09:00
smoogipoo
fbbd16b4f0 Remove healthIncreases nullability 2019-12-27 12:39:25 +09:00
Bartłomiej Dach
193e41f878 Add origin adjustment for hitobject lifetime
Visual inspection of taiko gameplay has shown that hitobjects appeared
on screen only when the origin of the hitobject came into the bounds
of the screen, instead of appearing when any visible part of the
hitobject came into the screen bounds.

This behaviour was due to lifetime calculation being based on the origin
of the hitobject and not taking into account the actual object
dimensions. Adjust the lifetime start of the hitobject by subtracting
the time needed to show the part of the hitobject that should already
be visible on screen when the origin comes into frame.
2019-12-26 20:37:29 +01:00
Dean Herbert
a4d4efc312
Fix missing comments 2019-12-26 19:33:59 +09:00
smoogipoo
35f64d9aae More comments 2019-12-26 17:54:31 +09:00
smoogipoo
f5dbd57d55 Refactor drain calculation for resiliency 2019-12-26 17:36:40 +09:00
smoogipoo
662ec2d812 Refactor gameplay-time drain limitation 2019-12-26 15:46:07 +09:00
smoogipoo
e0c1072ab2 Add xmldocs 2019-12-26 15:01:19 +09:00
smoogipoo
eba6371526 Re-implement taiko's accumulating health processor 2019-12-26 15:01:19 +09:00
smoogipoo
3b07c3913d Add perfect and ok values, move to base Judgement 2019-12-26 15:00:59 +09:00
smoogipoo
0454c5022d Fix some maps potentially starting with 0 health 2019-12-26 15:00:59 +09:00
smoogipoo
90a0569660 Tweak drain values 2019-12-26 15:00:58 +09:00
smoogipoo
522847987b Implement break/gameplay start times 2019-12-26 15:00:58 +09:00
smoogipoo
b348abcd07 Only drain health in non-break times 2019-12-26 14:59:49 +09:00
smoogipoo
977fb3d1bf Make processors and break overlay frame-stable 2019-12-26 14:59:49 +09:00
smoogipoo
85c44b5a5a Disable list additions during gameplay 2019-12-26 14:59:49 +09:00
smoogipoo
bd74d086fb Remove adjustment factor 2019-12-26 14:59:49 +09:00
smoogipoo
70d2d8a2fa Add adjustable target percentage 2019-12-26 14:59:49 +09:00
smoogipoo
a4b1c79e18 Initial implementation of HP drain 2019-12-26 14:59:49 +09:00
smoogipoo
985277da79 Add time elapsation to judgement simulation 2019-12-26 14:59:49 +09:00
smoogipoo
90cb9d9162 Simplify scoreprocesor/healthprocessor implementations 2019-12-26 14:59:49 +09:00
smoogipoo
7414a6aadd Merge remote-tracking branch 'huoyaoyuan/master' into health-processor
# Conflicts:
#	osu.Game.Rulesets.Catch/CatchRuleset.cs
#	osu.Game.Rulesets.Mania/ManiaRuleset.cs
#	osu.Game.Rulesets.Taiko/TaikoRuleset.cs
2019-12-26 14:56:54 +09:00
Dean Herbert
f603dd82bc Fix difficulty adjust mod not correctly reading settings while leaderboard visible 2019-12-26 14:52:08 +09:00