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Commit Graph

96 Commits

Author SHA1 Message Date
Dean Herbert
56758afeed Add note about lastTickHittable requirement 2023-06-06 17:01:52 +09:00
Dean Herbert
3db080fad2 Fix osu!taiko drum rolls not getting correct tick rate after placement in the editor 2023-06-06 16:54:33 +09:00
OliBomby
4a0ff046ae pass new hitobject properties through beatmap converters 2023-04-30 19:20:42 +02:00
OliBomby
c44f71a737 remove all regular usage of DifficultyControlPoint 2023-04-26 17:55:38 +02:00
OliBomby
9f8d7bccba fix usings 2023-04-26 17:34:02 +02:00
OliBomby
6c70948681 Remove IContext & add IHasGenerateTicks 2023-04-26 13:10:57 +02:00
OliBomby
ea1e6e9798 Add LegacyContext 2023-04-25 12:12:46 +02:00
OliBomby
a4c6850ab2 made the SampleControlPoint and DifficultyControlPoint obsolete 2023-04-25 11:34:09 +02:00
Dean Herbert
044b0604b2 Move OmitFirstBarLine to TimingControlPoint 2023-02-28 19:29:31 +09:00
sw1tchbl4d3
446a9c1b05 Make added effect points inherit previous effect point settings 2022-10-27 23:41:17 +02:00
sw1tchbl4d3
93ffe3d7ad Revert to first approach 2022-10-27 07:25:50 +02:00
sw1tchbl4d3
242f80b8b3 Set scrollspeed directly at beatmap decode 2022-10-25 15:49:14 +02:00
sw1tchbl4d3
0a0d699308 Convert slider velocity to scroll speed in taiko beatmap conversion 2022-10-11 22:43:47 +02:00
Dan Balasescu
f8830c6850 Automated #nullable processing 2022-06-17 16:37:17 +09:00
Dean Herbert
5288eedd31 Update all usages of RulesetID and Ruleset.ID to use Ruleset.OnlineID 2022-01-27 15:38:03 +09:00
Dean Herbert
b77cb344d5 Use ctor rather than MemberwiseClone to guarantee a safer clone of BeatmapDifficulty 2022-01-13 13:23:41 +09:00
Dean Herbert
286994a808 Fix BeatmapDifficulty cloning regression 2022-01-12 17:49:11 +09:00
Bartłomiej Dach
540b7e1b38
Fix taiko editor not unapplying slider multiplier changes on save 2021-11-08 13:28:42 +01:00
Bartłomiej Dach
d88fd1bfd7
Add failing test case 2021-11-08 13:23:24 +01:00
Dean Herbert
5c7623e68e
Merge pull request #15255 from goodtrailer/node-samples-ilist
Change IHasRepeats.NodeSamples to IList from List
2021-10-28 14:24:26 +09:00
Dean Herbert
6944151486 Apply batch fixing of built-in types using var 2021-10-27 13:04:41 +09:00
goodtrailer
4440b9ca11 Change IHasRepeats.NodeSamples to IList from List 2021-10-23 01:59:07 -07:00
Dan Balasescu
e49f1f6e6b
Merge branch 'master' into no-more-difficulty-control-points-info 2021-10-13 20:17:57 +09:00
Bartłomiej Dach
8007ba93eb
Fix typo in TaikoMultiplierAppliedDifficulty class name 2021-10-09 14:25:40 +02:00
smoogipoo
bc37cb6f43 Merge branch 'master' into no-more-difficulty-control-points-info 2021-10-08 18:41:17 +09:00
Dean Herbert
0ab8dcc2a0 Fix taiko weird difficulty multiplier failing on double convert 2021-10-06 15:18:06 +09:00
Dean Herbert
b339c149d8 Copy BaseDifficulty to Beatmap<T> and move all write operations across 2021-10-06 15:10:45 +09:00
Dean Herbert
a92d499d7a Convert usages of BeatmapDifficulty to IBeatmapDifficultyInfo 2021-10-01 16:55:50 +09:00
Dean Herbert
a3d9ab1e2e Move approach rate to EffectControlPoint 2021-09-03 16:58:16 +09:00
Dean Herbert
071c56e90b Update usages of DifficultyPointAt 2021-09-03 16:58:16 +09:00
Dean Herbert
6a6dac609c Fix instability of taiko double conversion
Until now, the taiko speed multiplier was potentially applied more than
once if conversion was run multiple times.
2021-08-30 15:30:18 +09:00
Dean Herbert
ee49305cad Move taiko legacy speed multiplier to osu.Game project
Allows it to be used in local case in `LegacyBeatmapEncoder`.
2021-08-30 15:13:31 +09:00
Dean Herbert
9223d85f37 Remove all local type update logic from TaikoBeatmapConverter
I believe the original goal was to keep this in the converter with the
idea that samples may not always be hard coupled to the strong/rim
states. But for now I think we can assume this coupling is going to
continue into the near future, so let's keep all the logic in
`TaikoHitObject`.
2021-05-26 13:23:01 +09:00
smoogipoo
9a22df2b88 Fix BPM multiplier not working in all cases 2021-01-12 17:50:22 +09:00
Bartłomiej Dach
5af1ac1b53 Rename TaikoStrong{-> able}HitObject 2020-12-14 21:46:02 +01:00
Bartłomiej Dach
f74567e8eb Introduce base class for hitobjects that can be strong 2020-12-13 12:36:39 +01:00
Dean Herbert
144726e3c6 Better guard against taiko swells becoming strong 2020-10-09 17:12:01 +09:00
smoogipoo
c62e4ef5e5 Allow one hitobject in taiko beatmap converter edge case 2020-09-18 13:06:41 +09:00
Dean Herbert
fdbd7b8a05
Merge branch 'master' into fix-taiko-endless-conversion 2020-09-17 22:31:35 +09:00
smoogipoo
c7d24203ce Make beatmap conversion support cancellation tokens 2020-09-17 17:40:05 +09:00
smoogipoo
81f0a06fc4 Fix potential endless taiko beatmap conversion 2020-09-17 16:30:34 +09:00
smoogipoo
0ea13dea55 Introduce legacy timing point fp errors 2020-07-13 17:06:00 +09:00
Dan Balasescu
64d1b4b11b
Merge branch 'master' into move-setter-to-duration 2020-06-01 15:55:48 +09:00
Dean Herbert
cbd563e80b Rename to IHasDuration 2020-05-27 12:38:39 +09:00
Dean Herbert
6b5b215299 Split out IHasPath from IHasCurve to better define hitobjects 2020-05-26 17:44:47 +09:00
Dean Herbert
77041bdbb5 Move implementation to DrawableHit to avoid "breaking" legacy encoding 2020-05-11 16:29:50 +09:00
Dean Herbert
b4d790c076 Fix taiko sample mapping for strong hits 2020-05-11 12:53:54 +09:00
smoogipoo
d8fdd73e17 Implement IHasCurve on DrumRoll 2020-04-22 09:06:04 +09:00
smoogipoo
5106d275ca Remove CentreHit/RimHit hitobject abstraction 2020-03-23 12:08:15 +09:00
Dan Balasescu
9702cc9809
Merge branch 'master' into remove-legacy-id 2019-12-25 21:01:12 +09:00