Huo Yaoyuan
eba8657d38
Remove newly introduced redundant this
.
2019-11-26 18:41:19 +08:00
Dean Herbert
83080c3b5f
Fix merge regression
2019-11-22 14:14:18 +09:00
Dean Herbert
ffd0e17826
Merge branch 'skip-multiple-times' into lead-in-fixes
2019-11-21 19:01:28 +09:00
Dean Herbert
46a94821d4
Add support for consecutive skips
2019-11-21 18:59:55 +09:00
Dean Herbert
2dd2e3d861
Add correct AudioLeadIn support
2019-11-21 16:55:18 +09:00
Dean Herbert
8369be90f2
Allow skip button to actuate more than once
2019-11-21 15:19:06 +09:00
Dean Herbert
eee5902851
Merge remote-tracking branch 'upstream/master' into lead-in-fixes
2019-11-15 14:05:31 +09:00
Dean Herbert
cd1dd0f898
Fix adjustments not being removed correctly on retry from pause
2019-11-06 10:38:04 +09:00
Dean Herbert
ac02bb005d
Fix GameplayClockContainer operating on beatmap's track after scren exited
2019-11-01 14:11:18 +09:00
Dean Herbert
5c2ea0b1a7
Move dispose to end of file
2019-06-10 01:14:46 +09:00
Dean Herbert
d964f6ba9e
Tween track frequency on pause
2019-06-10 00:56:35 +09:00
Dean Herbert
a2fbcb2bd3
Fix rebase regressions
2019-05-31 15:58:46 +09:00
Dean Herbert
e03a664970
Fix lead-in logic to match stable
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Also adds storyboard event priority support.
2019-05-31 15:51:19 +09:00
Dean Herbert
651706b10e
Account for user/system offsets when deciding on an initial seek time
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Closes #3043
Remove "AllowLeadIn" flag
2019-05-31 15:50:46 +09:00
Dean Herbert
bb69330e9f
Call ProcessFrame on the userOffsetClock after a seek
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Without doing this, GameplayClock can be left in an incorrect state after a seek (due to the userOffsetClock being its own FramedClock).
2019-04-24 15:28:14 +09:00
Dean Herbert
efaedafc08
Fix (legacy) AudioLeadIn being used incorrectly.
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This lead-in is intended to specify a value before zero, not a value before the start time.
Also removes an unnecessary ProcessFrame call (it happens within Seek itself).
2019-04-24 15:28:14 +09:00
Dean Herbert
6856571f17
Fix incorrect seek target
2019-04-22 18:45:58 +09:00
Dean Herbert
55c5ef898d
Remove delay on entering player
2019-04-22 18:29:58 +09:00
Dean Herbert
908eee9942
Fix pause tests
2019-04-22 18:29:51 +09:00
smoogipoo
0222424aef
Make mods IReadOnlyList<Mod> gamewide
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Prevents potential multiple evaluations of enumerable.
2019-04-10 17:20:36 +09:00
smoogipoo
85d3ff4846
Merge remote-tracking branch 'origin/master' into no-workingbeatmap-mods
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# Conflicts:
# osu.Game/Screens/Play/GameplayClockContainer.cs
2019-04-10 12:06:51 +09:00
smoogipoo
c584967eb1
Remove mods from workingbeatmap
2019-04-09 12:59:32 +09:00
Dean Herbert
efd7bea771
Add further xmldoc
2019-04-03 17:01:11 +09:00
Dean Herbert
50f8ab3dfb
Fix gameplay offset handling on seeks
2019-04-03 16:58:20 +09:00
Dean Herbert
202a0086cc
Merge branch 'master' into better-player-flags
2019-03-29 13:45:45 +09:00
Dean Herbert
83863d35c3
Remove AllowLeadIn flag
2019-03-26 16:35:00 +09:00
Dean Herbert
b4d785c76c
Don't update gameplay loop while paused
2019-03-26 13:36:17 +09:00
Dean Herbert
bcaff9f7b4
Add basic pause tests
2019-03-18 20:33:43 +09:00
Dean Herbert
465c95e952
Refactor pause logic so GameplayClockContainer is in control
2019-03-18 20:33:43 +09:00
Dean Herbert
c1a356161f
Allow use rate adjust to fallback to clock rate adjust
2019-03-12 18:14:01 +09:00
Dean Herbert
cdeaa80fea
Call ResetSpeedAdjustments before adjusting clock
2019-03-12 11:35:25 +09:00
Dean Herbert
13b3036ec6
Fix "wind" mods adjusting rate twice
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This is a hotfix for incorrect framework behaviour.
Closes #4442
2019-03-12 02:45:45 +09:00
Dean Herbert
42efea1e06
Apply review
2019-03-08 15:05:45 +09:00
Dean Herbert
58ef397f4f
Move all clock related gameplay logic inside GameplayClockContainer
2019-03-07 16:02:24 +09:00