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@ -122,6 +122,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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sliderBonus = osuLastObj.TravelDistance / osuLastObj.TravelTime;
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}
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// The spacing bonus in speed evaluation
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double currFlowBonus = Math.Pow((osuLastObj?.MinimumJumpDistance?? 0) / 125, 3.6);
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double prevFlowBonus = Math.Pow((osuLastLastObj?.MinimumJumpDistance?? 0) / 125, 3.6);
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double flowBonus = Math.Max(prevFlowBonus, currFlowBonus);
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// Part of the aiming difficulty for this object is accounted for in the speed evaluator, so reduce aim difficulty here
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if (flowBonus < 1)
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{
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aimStrain *= 0.5 + 0.5 * Math.Sqrt(flowBonus);
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}
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// Add in acute angle bonus or wide angle bonus + velocity change bonus, whichever is larger.
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aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier);
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@ -54,7 +54,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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distance = Math.Min(distance, single_spacing_threshold);
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// Max distance bonus is 1 * `distance_multiplier` at single_spacing_threshold
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double distanceBonus = Math.Pow(distance / single_spacing_threshold, 3.95) * distance_multiplier;
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double distanceBonus = Math.Pow(distance / single_spacing_threshold, 3.6) * distance_multiplier;
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// Base difficulty with all bonuses
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double difficulty = (1 + speedBonus + distanceBonus) * 1000 / strainTime;
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@ -15,7 +15,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// </summary>
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public class Speed : OsuStrainSkill
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{
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private double skillMultiplier => 1.430;
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private double skillMultiplier => 1.58;
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private double strainDecayBase => 0.3;
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private double currentStrain;
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@ -44,6 +44,11 @@ namespace osu.Game.Localisation
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/// </summary>
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public static LocalisableString CheckUpdate => new TranslatableString(getKey(@"check_update"), @"Check for updates");
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/// <summary>
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/// "Checking for updates"
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/// </summary>
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public static LocalisableString CheckingForUpdates => new TranslatableString(getKey(@"checking_for_updates"), @"Checking for updates");
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/// <summary>
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/// "Open osu! folder"
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/// </summary>
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@ -4,7 +4,6 @@
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using System.Threading.Tasks;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Localisation;
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using osu.Framework.Logging;
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@ -13,6 +12,7 @@ using osu.Framework.Screens;
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using osu.Framework.Statistics;
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using osu.Game.Configuration;
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using osu.Game.Localisation;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Overlays.Settings.Sections.Maintenance;
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using osu.Game.Updater;
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@ -36,8 +36,11 @@ namespace osu.Game.Overlays.Settings.Sections.General
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[Resolved]
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private Storage storage { get; set; } = null!;
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[Resolved]
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private OsuGame? game { get; set; }
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, OsuGame? game)
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private void load(OsuConfigManager config)
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{
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Add(new SettingsEnumDropdown<ReleaseStream>
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{
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@ -50,23 +53,7 @@ namespace osu.Game.Overlays.Settings.Sections.General
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Add(checkForUpdatesButton = new SettingsButton
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{
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Text = GeneralSettingsStrings.CheckUpdate,
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Action = () =>
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{
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checkForUpdatesButton.Enabled.Value = false;
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Task.Run(updateManager.CheckForUpdateAsync).ContinueWith(task => Schedule(() =>
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{
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if (!task.GetResultSafely())
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{
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notifications?.Post(new SimpleNotification
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{
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Text = GeneralSettingsStrings.RunningLatestRelease(game!.Version),
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Icon = FontAwesome.Solid.CheckCircle,
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});
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}
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checkForUpdatesButton.Enabled.Value = true;
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}));
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}
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Action = () => checkForUpdates().FireAndForget()
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});
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}
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@ -94,6 +81,44 @@ namespace osu.Game.Overlays.Settings.Sections.General
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}
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}
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private async Task checkForUpdates()
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{
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if (updateManager == null || game == null)
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return;
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checkForUpdatesButton.Enabled.Value = false;
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var checkingNotification = new ProgressNotification
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{
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Text = GeneralSettingsStrings.CheckingForUpdates,
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};
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notifications?.Post(checkingNotification);
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try
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{
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bool foundUpdate = await updateManager.CheckForUpdateAsync().ConfigureAwait(true);
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if (!foundUpdate)
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{
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notifications?.Post(new SimpleNotification
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{
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Text = GeneralSettingsStrings.RunningLatestRelease(game.Version),
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Icon = FontAwesome.Solid.CheckCircle,
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});
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}
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}
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catch
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{
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}
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finally
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{
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// This sequence allows the notification to be immediately dismissed.
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checkingNotification.State = ProgressNotificationState.Cancelled;
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checkingNotification.Close(false);
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checkForUpdatesButton.Enabled.Value = true;
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}
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}
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private void exportLogs()
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{
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ProgressNotification notification = new ProgressNotification
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