- [x] Depends on https://github.com/ppy/osu/pull/36741 for merge conflict avoidance RFC, cc @OliBomby ## [Adjust behaviour of automatic bank assignment during placement](https://github.com/ppy/osu/commit/547f55e9b3ded668fe6e1c8865a2d625e64a2f45) Diatribe time! This is fallout of the discussion about auto bank in https://github.com/ppy/osu/issues/36705. Auto bank in lazer as written before this commit is confused. On stable, auto bank is closer to "no bank", as in "go look up the current sample timing point, get the bank of that, and use that". lazer has no timing points anymore, but people still want auto bank. So what do? Auto bank for normal samples is somewhat sane still. It only works during placement, and will just copy the normal bank of the previous object - if one exists. That said, one *might not* exist, but the resulting object will still have its normal sample created with `editorAutoBank: true`. That is largely cosmetic and without consequences, but this commit fixes that. Auto bank for *addition* samples, however... Hoo boy. - For placed objects, auto bank means "take the normal sample, read its bank, and use that". Simple enough, right? - Hoooooowever. During placement, auto bank before this commit used to mean "look at the *previous object*, check if it has an addition sound and then use its bank, if not use *the previous object's* normal sample and then use its bank" which is a completely different thing with its own implications. Like, say, what happens if the previous object uses the auto addition bank too? What should be copied over? Should it be the notion of "auto bank" in that the addition bank should match the normal bank, or should it be the literal bank that the previous object is using? This change attempts to define this unambiguously. "Auto additions bank" means "the same bank as the normal bank of this object", full stop. ## [Do not touch sample toggle state if there are no selected objects](https://github.com/ppy/osu/commit/052cde5987e48800ec68ab2528c7e0ce3140e6e0) Fixes issue described in https://github.com/ppy/osu/issues/36705#issuecomment-3953917163 wherein opening a sample popover will disable addition bank toggles and toggle off all addition samples. --------- Co-authored-by: Dean Herbert <pe@ppy.sh>
osu!
A free-to-win rhythm game. Rhythm is just a click away!
This is the future – and final – iteration of the osu! game client which marks the beginning of an open era! Currently known by and released under the release codename "lazer". As in sharper than cutting-edge.
Status
This project is under constant development, but we do our best to keep things in a stable state. Players are encouraged to install from a release alongside their stable osu! client. This project will continue to evolve until we eventually reach the point where most users prefer it over the previous "osu!stable" release.
A few resources are available as starting points to getting involved and understanding the project:
- Detailed release changelogs are available on the official osu! site.
- You can learn more about our approach to project management.
- Track our current efforts towards improving the game.
Running osu!
If you are just looking to give the game a whirl, you can grab the latest release for your platform:
Latest release:
| Windows 10+ (x64) | macOS 12+ (Intel, Apple Silicon) | Linux (x64) | iOS 13.4+ | Android 5+ |
|---|
You can also generally download a version for your current device from the osu! site.
If your platform is unsupported or not listed above, there is still a chance you can run the release or manually build it by following the instructions below.
For iOS/iPadOS users: The iOS testflight link fills up very fast (Apple has a hard limit of 10,000 users). We reset it occasionally. Please do not ask about this. Check back regularly for link resets or follow peppy on twitter for announcements. Our goal is to get the game on mobile app stores very soon so we don't have to live with this limitation.
Developing a custom ruleset
osu! is designed to allow user-created gameplay variations, called "rulesets". Building one of these allows a developer to harness the power of the osu! beatmap library, game engine, and general UX for a new style of gameplay. To get started working on a ruleset, we have some templates available here.
You can see some examples of custom rulesets by visiting the custom ruleset directory.
Developing osu!
Prerequisites
Please make sure you have the following prerequisites:
- A desktop platform with the .NET 8.0 SDK installed.
When working with the codebase, we recommend using an IDE with intelligent code completion and syntax highlighting, such as the latest version of Visual Studio, JetBrains Rider, or Visual Studio Code with the EditorConfig and C# Dev Kit plugin installed.
Downloading the source code
Clone the repository:
git clone https://github.com/ppy/osu
cd osu
To update the source code to the latest commit, run the following command inside the osu directory:
git pull
Building
From an IDE
You should load the solution via one of the platform-specific .slnf files, rather than the main .sln. This will reduce dependencies and hide platforms that you don't care about. Valid .slnf files are:
osu.Desktop.slnf(most common)osu.Android.slnfosu.iOS.slnf
Run configurations for the recommended IDEs (listed above) are included. You should use the provided Build/Run functionality of your IDE to get things going. When testing or building new components, it's highly encouraged you use the osu! (Tests) project/configuration. More information on this is provided below.
To build for mobile platforms, you will likely need to run sudo dotnet workload restore if you haven't done so previously. This will install Android/iOS tooling required to complete the build.
From CLI
You can also build and run osu! from the command-line with a single command:
dotnet run --project osu.Desktop
When running locally to do any kind of performance testing, make sure to add -c Release to the build command, as the overhead of running with the default Debug configuration can be large (especially when testing with local framework modifications as below).
If the build fails, try to restore NuGet packages with dotnet restore.
Testing with resource/framework modifications
Sometimes it may be necessary to cross-test changes in osu-resources or osu-framework. This can be quickly achieved using included commands:
Windows:
UseLocalFramework.ps1
UseLocalResources.ps1
macOS / Linux:
UseLocalFramework.sh
UseLocalResources.sh
Note that these commands assume you have the relevant project(s) checked out in adjacent directories:
|- osu // this repository
|- osu-framework
|- osu-resources
Code analysis
Before committing your code, please run a code formatter. This can be achieved by running dotnet format in the command line, or using the Format code command in your IDE.
We have adopted some cross-platform, compiler integrated analyzers. They can provide warnings when you are editing, building inside IDE or from command line, as-if they are provided by the compiler itself.
JetBrains ReSharper InspectCode is also used for wider rule sets. You can run it from PowerShell with .\InspectCode.ps1. Alternatively, you can install ReSharper or use Rider to get inline support in your IDE of choice.
Contributing
When it comes to contributing to the project, the two main things you can do to help out are reporting issues and submitting pull requests. Please refer to the contributing guidelines to understand how to help in the most effective way possible.
If you wish to help with localisation efforts, head over to crowdin.
We love to reward quality contributions. If you have made a large contribution, or are a regular contributor, you are welcome to submit an expense via opencollective. If you have any questions, feel free to reach out to peppy before doing so.
Licence
osu!'s code and framework are licensed under the MIT licence. Please see the licence file for more information. tl;dr you can do whatever you want as long as you include the original copyright and license notice in any copy of the software/source.
Please note that this does not cover the usage of the "osu!" or "ppy" branding in any software, resources, advertising or promotion, as this is protected by trademark law.
Please also note that game resources are covered by a separate licence. Please see the ppy/osu-resources repository for clarifications.

