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osu-lazer/osu.Game.Rulesets.Taiko/Objects
Bartłomiej Dach 4a7b011a53
Propagate samples to strong nested hits too
The rationale is the same as in
6d325651dc. Due to the recursive nature of
`GameplaySampleTriggerSource.GetMostValidObject()`, in the case of
nested hits, drum rolls and drum roll ticks, the nested strong hits
would become the most valid object, and so without propagating
the samples down to that level too, nothing would play.
2023-05-21 18:58:05 +02:00
..
Drawables Merge branch 'master' into maximum-judgement-offset-in-hit-object 2023-02-15 14:48:15 +09:00
BarLine.cs Change bindable properties in all HitObjects to be lazily initialised 2022-07-19 05:39:10 +03:00
DrumRoll.cs Propagate samples to strong nested hits too 2023-05-21 18:58:05 +02:00
DrumRollTick.cs Propagate samples to strong nested hits too 2023-05-21 18:58:05 +02:00
Hit.cs Propagate samples to strong nested hits too 2023-05-21 18:58:05 +02:00
HitType.cs Automated #nullable processing 2022-06-17 16:37:17 +09:00
IgnoreHit.cs Automated #nullable processing 2022-06-17 16:37:17 +09:00
StrongNestedHitObject.cs Automated #nullable processing 2022-06-17 16:37:17 +09:00
Swell.cs Propagate samples to drum roll/swell ticks for correct playback 2023-05-21 18:57:01 +02:00
SwellTick.cs Automated #nullable processing 2022-06-17 16:37:17 +09:00
TaikoHitObject.cs Automated #nullable processing 2022-06-17 16:37:17 +09:00
TaikoStrongableHitObject.cs Rename GetSampleInfo to better describe what method does 2023-05-17 14:07:48 +09:00