Dean Herbert
dc322d1c63
Run all type and sample mutations through standardising methods
2021-05-23 20:22:48 +09:00
Dean Herbert
6471ce902d
Run RecreatePieces
using AddOnce
to avoid multiple unnecessary calls
2021-05-21 16:45:28 +09:00
Dean Herbert
0bcd0cda6b
Fix taiko drawable hit content not correctly being removed on regeneration
2021-05-21 16:41:40 +09:00
Dean Herbert
7bc8a4bb5f
Apply same logic changes to IsStrong
status
2021-05-21 16:15:27 +09:00
Dean Herbert
a5ca736e37
Fix RecreatePieces
being called more than once
2021-05-21 16:10:48 +09:00
Dean Herbert
40c8378d81
Fix type-to-sample mapping being applied too late
2021-05-21 14:37:22 +09:00
Dean Herbert
c00e6e29a6
Remove static
usage
2021-05-21 14:21:56 +09:00
Dean Herbert
df5970fab4
Create base implementations of the two most common TernaryStateMenuItem
s
2021-05-20 19:34:53 +09:00
Dean Herbert
a96603f025
Merge pull request #12782 from smoogipoo/rework-hitobject-blueprints
...
Rename hitobject blueprints and tie them to HitObjects
2021-05-18 16:30:58 +09:00
Dean Herbert
de2900bc7c
Merge pull request #12834 from Henry-YSLin/flip-mod
...
Added "invert" mod for taiko
2021-05-17 12:47:05 +09:00
Henry Lin
f34637ea9c
Renamed TaikoModFlip to TaikoModSwap
2021-05-17 11:04:01 +08:00
Henry Lin
c4ae70a827
Revert "Renamed TaikoModFlip to TaikoModInvert"
...
This reverts commit 5972e43bc2
.
2021-05-17 10:59:56 +08:00
Dean Herbert
a32f1ef35a
Merge pull request #12811 from PercyDan54/hidden-code-cleanup
...
Remove obsolete methods in `ModHidden` and apply few touches
2021-05-16 22:07:45 +09:00
Henry Lin
5972e43bc2
Renamed TaikoModFlip to TaikoModInvert
2021-05-16 12:51:40 +08:00
Dean Herbert
422a3b76b6
Remove unused using statements
2021-05-16 13:21:19 +09:00
Dean Herbert
cbc2a38b59
Move new mod to end to avoid reordering
2021-05-16 13:21:06 +09:00
Henry Lin
3d83741a23
Separate Flip and Random
2021-05-16 12:03:03 +08:00
Henry Lin
da13be6dd0
Trimmed trailing white space
2021-05-16 11:28:11 +08:00
Henry Lin
3519398a22
Added "flip" mod for taiko
2021-05-16 11:16:12 +08:00
PercyDan54
166974506e
Duplicate implementions
2021-05-15 11:55:50 +08:00
Bartłomiej Dach
f716fb0968
Remove bogus InternalChildren
null-check
...
`InternalChildren` can't viably be `null`, and if it were, we have
bigger problems. The removed null-check was triggering false-positive
inspections further down.
2021-05-15 00:09:34 +02:00
smoogipoo
ffb6135a1b
Rework hitobject blueprints to take in hitobject models
2021-05-13 19:53:32 +09:00
ekrctb
207f7f1e56
Rename FramedAutoGenerator<T> -> AutoGenerator<T>
2021-05-07 00:31:12 +09:00
ekrctb
cf39178099
Use FramedAutoGenerator in Taiko, Catch, Mania
...
OsuAutoGenerator is not included in this change because it uses SortedList-like thing
2021-05-06 22:57:07 +09:00
Dean Herbert
4c9e94da2b
Move context menu logic to base class
2021-04-28 13:43:16 +09:00
Dean Herbert
f2e56bd306
Refactor editor selection/blueprint components to be generic
2021-04-27 19:01:29 +09:00
Salman Ahmed
e3398d8f1f
Implement "classic" mod for all other legacy rulesets
...
Currently empty, automatically handled in game to not be selectable (see `Mod.HasImplementation`)
2021-04-21 09:14:33 +03:00
Dan Balasescu
5ad2d0e759
Merge pull request #12439 from ekrctb/further-refactor-framed-replay
...
Further refactor FrameReplayInputHandler, simplify the template code
2021-04-16 17:16:09 +09:00
ekrctb
a965e8a75d
Remove AutoGenerator workaround of now-fixed issue
2021-04-16 14:13:41 +09:00
Dean Herbert
119c9b4294
Fix placement blueprints not being correctly removed after a rolled back placement
2021-04-16 14:11:33 +09:00
Samuel Cattini-Schultz
85d2b1232a
Refactor to abstract out strain logic into StrainSkill class
...
While it is the case for the existing official Skills, Skill implementations shouldn't be required to conform to a strain based approach.
There are other valid approaches to calculating skill difficulty that can be supported by abstracting the strain logic into its own StrainSkill class.
2021-04-03 20:52:39 +11:00
Samuel Cattini-Schultz
5b2dcea8a8
Refactor to encapsulate strain logic into Skill class
...
As strains are an implementation detail of the current Skill calculations, it makes sense that strain related logic should be encapsulated within the Skill class.
2021-04-03 20:47:43 +11:00
Bartłomiej Dach
aec859b4d1
Merge branch 'master' into fix-unsafe-skinnable-sample-play
2021-03-18 19:51:46 +01:00
smoogipoo
0c3c8141da
Remove Expires and RemoveWhenNotAlive override
2021-03-18 19:39:42 +09:00
Bartłomiej Dach
3bfde7341f
Revert "Remove unnecessary overrides"
...
This reverts commit f4e508b570
.
2021-03-17 17:14:53 +01:00
Bartłomiej Dach
72c18fbdfe
Restructure explosion animation to avoid resetting transforms on free
2021-03-15 21:21:52 +01:00
Bartłomiej Dach
f4e508b570
Remove unnecessary overrides
2021-03-15 20:43:30 +01:00
Bartłomiej Dach
58220481db
Rename I{-> Animatable}HitExplosion
2021-03-15 20:39:02 +01:00
Bartłomiej Dach
8b74666cc3
Add support for pooling explosions in taiko
2021-03-14 16:15:33 +01:00
Bartłomiej Dach
f5a80e6269
Merge branch 'master' into taiko-judgement-pooling
2021-03-07 13:35:25 +01:00
Bartłomiej Dach
ad1b86e33a
Change LifetimeEnd
idiom to Expire()
for readability
2021-03-06 18:54:25 +01:00
Bartłomiej Dach
8f4dadb06a
Enable pooling for taiko judgements
2021-03-06 17:38:04 +01:00
Bartłomiej Dach
06e42b4b4c
Fix taiko leaving behind empty judgements on legacy skins
2021-03-06 16:02:20 +01:00
Dan Balasescu
5b6018295d
Merge branch 'master' into diffcalc/skill-mods
2021-03-04 13:06:26 +09:00
Dean Herbert
cd1c1bf534
Centralise cases of performing actions on the current selection
...
By moving this to a central location, we can avoid invoking the
EditorChangeHandler when there is no selection made. This helps
alleviate the issue pointed out in
https://github.com/ppy/osu/issues/11901 , but not fix it completely.
2021-02-26 14:15:13 +09:00
smoogipoo
dff1d80f39
Update HasFlag usages to HasFlagFast
2021-02-25 15:38:56 +09:00
Samuel Cattini-Schultz
66643a97b0
Add a list of mods to Skill class
...
Although this isn't necessary for existing official rulesets and calculators, custom calculators can have use cases for accessing mods in difficulty calculation.
For example, accounting for the effects of visual mods.
2021-02-20 20:37:44 +11:00
Dean Herbert
00574a5288
Use ISample everywhere in Skin GetSample lookup path
2021-02-18 18:32:28 +09:00
smoogipoo
d3f0c0730d
Merge branch 'master' into non-concurrent-sample-playback
2021-02-12 17:22:15 +09:00
Bartłomiej Dach
68c20a2a37
Allow autoplay score generation to access mod list
2021-02-07 18:35:34 +01:00
Firmatorenio
37ef5c7072
rename SliderVelocity to ScrollSpeed
2021-01-29 15:04:55 +06:00
Firmatorenio
449f883be1
add SV multiplier adjustment to TaikoModDifficultyAdjust
2021-01-29 11:48:51 +06:00
Dean Herbert
dee0d3c33a
Merge branch 'master' into apply-sv-to-taiko-hr-ez
2021-01-25 14:28:06 +09:00
smoogipoo
de9d075f94
Initial sample + samplechannel rework
2021-01-19 17:11:40 +09:00
smoogipoo
1b166d809e
Adjust package titles
2021-01-18 11:08:03 +09:00
smoogipoo
ec00aaef90
Add nuget deploys for all rulesets
2021-01-18 10:53:31 +09:00
smoogipoo
9a22df2b88
Fix BPM multiplier not working in all cases
2021-01-12 17:50:22 +09:00
smoogipoo
22a0f99f35
Add failing test
2021-01-12 17:49:21 +09:00
Firmatorenio
669c42a38d
add remarks explaining HR SV multiplier
2020-12-30 20:57:41 +06:00
Firmatorenio
013b9b62a1
add SV multipliers to taiko difficulty mods
2020-12-29 20:22:56 +06:00
Bartłomiej Dach
b24fc1922e
Enable pooling for taiko DHOs
2020-12-20 18:44:47 +01:00
Bartłomiej Dach
5d575d2a9b
Accept proxied content via OnNewDrawableHitObject
...
In the non-pooled case, `OnNewDrawableHitObject()` will be called
automatically on each new DHO via `Playfield.Add(DrawableHitObject)`.
In the pooled case, it will be called via `Playfield`'s implementation
of `GetPooledDrawableRepresentation(HitObject, DrawableHitObject)`.
2020-12-20 18:26:45 +01:00
Bartłomiej Dach
62da4eff37
Route new result callback via playfield
...
Follows route taken by osu! and catch (and required for proper pooling
support).
2020-12-20 18:26:45 +01:00
Bartłomiej Dach
370f56eadb
Make strong hit DHOs public for pool registration
2020-12-20 18:02:34 +01:00
Bartłomiej Dach
0c5333bd58
Adjust top-level hitobjects to support nested pooling
2020-12-20 17:57:19 +01:00
Bartłomiej Dach
ae6dedacaf
Implement nested strong hit application
2020-12-20 16:26:39 +01:00
Bartłomiej Dach
d823c77a63
Implement swell tick application
2020-12-20 16:26:39 +01:00
Bartłomiej Dach
3bd4279589
Implement drum roll tick application
2020-12-20 16:26:39 +01:00
Bartłomiej Dach
e3b6eaa390
Implement swell application
...
Also removes a weird sizing application that seems to have no effect
(introduced in 27e63eb; compare removals for other taiko DHO types in
9d00e5b
and 58bf288
).
2020-12-20 16:26:39 +01:00
Bartłomiej Dach
8b6bc09b8f
Implement drum roll application
2020-12-20 16:26:16 +01:00
Bartłomiej Dach
e32b1c34ca
Implement hit application
2020-12-20 16:26:16 +01:00
Bartłomiej Dach
7b350fc8e5
Prepare strongable DHO for HO application
2020-12-20 15:42:24 +01:00
Bartłomiej Dach
a25cd910f8
Prepare base DHO for HO application
2020-12-20 15:42:24 +01:00
Dean Herbert
88b3bf06e8
Merge branch 'master' into add-bundle-header
2020-12-16 13:40:15 +09:00
Dan Balasescu
48805a82f9
Merge branch 'master' into taiko-strong-state-refactor
2020-12-15 11:46:52 +09:00
Dan Balasescu
52d9864818
Merge pull request #11179 from bdach/swell-rewind-crash
...
Fix swells crashing on rapid seeks in editor
2020-12-15 11:21:37 +09:00
Bartłomiej Dach
523e803440
Fix swells crashing on rapid seeks in editor
2020-12-15 00:28:00 +01:00
Bartłomiej Dach
2051f49f78
Ensure correct initial state of taiko bar lines
2020-12-14 21:58:17 +01:00
Bartłomiej Dach
512549b4ea
Rename DrawableTaikoStrong{-> able}HitObject
2020-12-14 21:47:31 +01:00
Bartłomiej Dach
5af1ac1b53
Rename TaikoStrong{-> able}HitObject
2020-12-14 21:46:02 +01:00
Bartłomiej Dach
7ba04a2cc3
Merge branch 'master' into taiko-strong-state-refactor
2020-12-14 21:44:50 +01:00
Dean Herbert
1793385e96
Pass a score to the replay recorder to allow reading more general scoring data
2020-12-14 16:52:14 +09:00
Dean Herbert
7041503063
Avoid intermediary delegate
2020-12-14 15:34:32 +09:00
Bartłomiej Dach
ea09cbddc6
Register bar line pool & use in drawable ruleset
2020-12-13 22:31:33 +01:00
Bartłomiej Dach
a8e86a20e1
Unify bar line types & prepare for pooling
2020-12-13 22:31:33 +01:00
Bartłomiej Dach
f83c5fa81d
Add backing bindable for major field
2020-12-13 22:12:26 +01:00
Bartłomiej Dach
beee9b89d5
Change bar line SHOC to nested playfield
2020-12-13 22:12:26 +01:00
Bartłomiej Dach
080f7a3e32
Add/fix up xmldocs with clarifications
2020-12-13 14:39:32 +01:00
Bartłomiej Dach
091b08b507
Scope drawable nested hits more closely to models
2020-12-13 14:38:16 +01:00
Bartłomiej Dach
61c488cd5e
Create HO-specific nested hit types
2020-12-13 13:08:32 +01:00
Bartłomiej Dach
4d444df6b3
Rename DHO CreateStrong{-> Nested}Hit
2020-12-13 13:08:32 +01:00
Bartłomiej Dach
b1635ecd16
Reflect can-be-strong split in DHO structure
2020-12-13 13:08:30 +01:00
Bartłomiej Dach
f74567e8eb
Introduce base class for hitobjects that can be strong
2020-12-13 12:36:39 +01:00
Bartłomiej Dach
1ddc896b76
Rename Strong{-> Nested}HitObject
2020-12-13 12:34:14 +01:00
ekrctb
c70b13ecc2
Adjust namespace
2020-12-07 12:30:25 +09:00
ekrctb
f78bd7c739
Move piece files of Taiko ruleset
2020-12-07 12:29:14 +09:00
smoogipoo
5760e1c1fc
Make HitSampleInfo immutable
2020-12-01 15:37:51 +09:00
Bartłomiej Dach
5fbe1823a0
Merge branch 'master' into editor-beat-snap-always
2020-11-30 18:39:22 +01:00
Dean Herbert
c17d67bc7d
Merge branch 'master' into editor-beat-snap-always
2020-11-30 18:34:38 +09:00
smoogipoo
8f48389f89
Merge branch 'master' into improve-dho-time-offsets
2020-11-30 18:01:48 +09:00
Dean Herbert
f29aa9c4fc
Move taiko barlines to their own ScrollingHitObjectContainer to avoid being considered as a selectable object
2020-11-27 14:35:12 +09:00
Dean Herbert
9811c46e35
Rename application method to better describe what it actually does
2020-11-26 19:16:18 +09:00
smoogipoo
0414e5c550
Add MaximumJudgementOffset to DrawableHitObject, use in more places
2020-11-26 01:12:42 +09:00
Bartłomiej Dach
827a089810
Merge branch 'master' into change-taiko-ez
2020-11-22 13:29:02 +01:00
Bartłomiej Dach
80d81c3044
Reword taiko easy mod description to fit others better
...
Co-authored-by: Joseph Madamba <madamba.joehu@outlook.com>
2020-11-16 20:24:04 +01:00
Bartłomiej Dach
128adce017
Merge branch 'master' into change-taiko-ez
2020-11-16 19:37:47 +01:00
PercyDan54
017a6b7153
Fix checks
2020-11-16 18:22:17 +08:00
PercyDan54
d7acfd5413
Remove retires from ModEasy
2020-11-16 18:15:15 +08:00
Dean Herbert
dc38aeac43
Remove unnecessary local definition of colour logic from taiko judgement
2020-11-16 17:23:02 +09:00
Bartłomiej Dach
7736d1ae85
Fix taiko-specific missing cases
2020-11-15 15:41:58 +01:00
PercyDan54
3406b0d74f
Fix checks
2020-11-15 14:54:04 +08:00
PercyDan54
cf7ac6d5e3
Remove import
2020-11-15 13:38:21 +08:00
PercyDan54
a4b20d2117
Make EZ mod able to fail in Taiko
2020-11-15 13:00:07 +08:00
smoogipoo
4ef2e9548c
Pass HitObjectComposer to BlueprintContainer via ctor
2020-11-13 16:59:37 +09:00
Bartłomiej Dach
1f83769bb2
Inline empty explosion in legacy transformer
2020-11-12 18:29:22 +09:00
Bartłomiej Dach
0d5cac89b3
Explicitly set lifetime to ensure empty drawables are cleaned up
2020-11-12 18:29:22 +09:00
Bartłomiej Dach
21709ba4bc
Do not lookup default kiai explosion if skin has own
2020-11-12 18:29:22 +09:00
Bartłomiej Dach
00a486ab51
Reintroduce KiaiHitExplosion as skinnable
2020-11-12 18:29:22 +09:00
Bartłomiej Dach
81c9663e76
Move {-> Default}KiaiHitExplosion
2020-11-12 18:29:22 +09:00
Dean Herbert
0cadb31947
Merge branch 'master' into drawable-hit-object-hit-state-fix
2020-11-05 17:07:52 +09:00
Dean Herbert
a3dc1d5730
Update existing implementations
2020-11-04 17:14:23 +09:00
Dean Herbert
487a5ecdba
Replace all usage of IBindableList.GetBoundCopy
2020-11-04 15:29:14 +09:00
Dean Herbert
3adf451e82
Handle changes via SamplePoints list for simplicity
2020-11-02 14:40:40 +09:00
Dean Herbert
bfa6ae1b66
Fix taiko drum not correct handling sample / group point changes
...
Closes https://github.com/ppy/osu/issues/10642
2020-11-02 14:40:40 +09:00
Dan Balasescu
1b53e6c782
Merge branch 'master' into sample-lookup-improvements
2020-11-02 13:04:35 +09:00
Dean Herbert
2ec2749cb4
Fix taiko lookup logic
2020-10-30 11:59:41 +09:00
Dean Herbert
3ea27e23e8
Update namespace references
2020-10-29 15:20:10 +09:00
Dean Herbert
681e88af40
Merge branch 'master' into editor-fix-button-states-after-paste
2020-10-09 20:51:09 +09:00
Dan Balasescu
ecfb7e94c5
Merge branch 'master' into fix-editor-batch-handling
2020-10-09 20:06:06 +09:00
Dean Herbert
3838f405dd
Fix missed usages
2020-10-09 18:50:05 +09:00
Dean Herbert
cb96a40dd6
Fix bindable propagation potentially making swells strong
2020-10-09 17:12:10 +09:00
Dean Herbert
144726e3c6
Better guard against taiko swells becoming strong
2020-10-09 17:12:01 +09:00
Dean Herbert
07558b5bc0
Merge branch 'master' into ruleset-result-types
2020-10-09 13:17:05 +09:00
Dean Herbert
c9f069d7ed
Fix taiko's HitObjectComposer not allowing movement o
...
f selected hitobjects
2020-10-08 18:17:57 +09:00
Dean Herbert
afed832b19
Tidy up EditorBeatmap slightly
2020-10-08 18:06:49 +09:00
Dean Herbert
38babf3de5
Update usages of ChangeHandler to EditorBeatmap where relevant
2020-10-08 18:04:07 +09:00
Dean Herbert
d9089ef93c
Add missing bonus type for taiko ruleset
2020-10-08 12:52:52 +09:00
Dean Herbert
1566882dc4
Merge pull request #10338 from Game4all/perf-calculator-remove-working-beatmap
...
Remove WorkingBeatmap from PerformanceCalculator
2020-10-07 20:04:24 +09:00
Dean Herbert
8c528c8910
Fix legacy taiko skins showing double judgements
2020-10-07 18:36:40 +09:00
Dean Herbert
f1a3b6d0ba
Merge branch 'master' into perf-calculator-remove-working-beatmap
2020-10-07 17:43:17 +09:00
Dean Herbert
6020ec9ca3
Add valid result types for all rulesets
2020-10-07 15:43:52 +09:00
Dean Herbert
2a46f905ff
Remove unnecessary IsSeeking checks from taiko drum implementation
2020-10-05 14:27:51 +09:00
Dean Herbert
5dea37792c
Merge branch 'master' into health-adjustments
2020-10-04 21:38:40 +09:00
Lucas A
d7747ebb2d
Remove unused WorkingBeatmap argument.
2020-10-03 16:51:22 +02:00
Bartłomiej Dach
682b5fb056
Adjust health increase for drum roll tick to match new max result
2020-10-03 12:16:22 +02:00
Bartłomiej Dach
1f0620ffd4
Replace assignment references to HitResult.Miss with Judgement.MinResult
2020-10-02 23:31:24 +02:00
Bartłomiej Dach
2b1ef16f89
Replace comparison references to HitResult.Miss with IsHit
2020-10-02 23:31:24 +02:00
Lucas A
abd395a030
Remove unecessary using references.
2020-10-02 19:41:24 +02:00
Lucas A
0163688a17
Remove IBeatmap from PerformanceCalculator.
2020-10-02 19:24:30 +02:00
smoogipoo
7890319802
Merge branch 'master' into adjust-hit-result-types
2020-10-01 16:19:07 +09:00