1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-14 11:37:52 +08:00
Commit Graph

1128 Commits

Author SHA1 Message Date
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