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osu-lazer/osu.Game/Screens/Edit/Components/Timelines/Summary
Dean Herbert c64a919a9d Reduce number of redundant control points displayed on summary timeline
As pointed out in https://github.com/ppy/osu/discussions/16435, beatmaps
with too many control points (usually added via external automation
apps) could cause the lazer editor to grind to a halt.

The overheads here are mostly from the GL side. An eventual goal would
be to render this in a smarter way, rather than using thousands of
drawables. Until that, this optimisation should help reduce the overhead
by omitting control points in close proximity that are redundant for
display purposes.

I've tried to contain this in the display logic directly, with the goal
that it can be ripped out as fast as it was added. Certainly required
more changes than I hoped for, but I don't think it's too ugly.
2022-01-14 17:13:26 +09:00
..
Parts Reduce number of redundant control points displayed on summary timeline 2022-01-14 17:13:26 +09:00
Visualisations Update base specifications to a more sane default 2021-04-15 18:42:07 +09:00
SummaryTimeline.cs Split out control point visualisation logic and add special kiai duration handling 2021-04-15 18:42:30 +09:00
TestGameplayButton.cs Add preview gameplay button to bottom editor bar 2021-11-11 17:12:21 +01:00