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osu-lazer/osu.Game.Rulesets.Taiko/Objects
Bartłomiej Dach 7acd186a3d
Revert to previous bound in drum roll tick generation
While `EndTime + tickSpacing` _was_ closer to what stable was using, it
could cause undesirable edge cases wherein a tick would be spawned
outside of the drum roll's duration
(see https://github.com/ppy/osu/pull/23768/files#r1222073027).

For this reason, stick with the old code for now, as it is not as
susceptible to that sort of breakage.
2023-06-08 09:56:39 +02:00
..
Drawables Fix sample silence being one level too low 2023-05-21 18:58:26 +02:00
BarLine.cs Change bindable properties in all HitObjects to be lazily initialised 2022-07-19 05:39:10 +03:00
DrumRoll.cs Revert to previous bound in drum roll tick generation 2023-06-08 09:56:39 +02:00
DrumRollTick.cs Merge branch 'master' into scorev2 2023-05-23 19:07:54 +09:00
Hit.cs Merge branch 'master' into scorev2 2023-05-23 19:07:54 +09:00
HitType.cs Remove redundant nullable suppression directives 2023-06-07 08:20:41 +03:00
IgnoreHit.cs Automated #nullable processing 2022-06-17 16:37:17 +09:00
StrongNestedHitObject.cs Add parent hitobject to strong hits 2023-05-09 19:30:54 +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