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osu-lazer/osu.Game.Rulesets.Taiko/Objects
Bartłomiej Dach 157cc884f4
Fix swells not being correctly treated in editor gameplay test
Closes https://github.com/ppy/osu/issues/28989.

Because swell ticks are judged manually by their parenting objects,
swell ticks were not given a start time (with the thinking that there
isn't really one *to* give). This tripped up the "judge past objects"
logic in `EditorPlayer`, since it would enumerate all objects
(regardless of nesting) that are prior to current time and mark them as
judged. With all swell ticks having the default start time of 0 they
would get judged more often than not, leading to behaviour weirdness.

To resolve, give swell ticks a *relatively* sane start time equal to
the start time of the swell itself.
2024-07-22 11:27:56 +02:00
..
Drawables Implement taiko relax mod 2024-06-13 15:06:40 +02:00
BarLine.cs Automated pass 2023-06-24 01:00:03 +09:00
DrumRoll.cs Move constant local to taiko 2023-12-06 15:59:34 +09:00
DrumRollTick.cs Merge branch 'master' into diffcalc-total-scorev1 2023-06-26 14:32:14 +09:00
Hit.cs Automated pass 2023-06-24 01:00:03 +09:00
HitType.cs Remove redundant nullable suppression directives 2023-06-07 08:20:41 +03:00
IgnoreHit.cs Automated pass 2023-06-24 01:00:03 +09:00
StrongNestedHitObject.cs Automated pass 2023-06-24 01:00:03 +09:00
Swell.cs Fix swells not being correctly treated in editor gameplay test 2024-07-22 11:27:56 +02:00
SwellTick.cs Automated pass 2023-06-24 01:00:03 +09:00
TaikoHitObject.cs Automated pass 2023-06-24 01:00:03 +09:00
TaikoStrongableHitObject.cs Automated pass 2023-06-24 01:00:03 +09:00