080f7a3e32
Add/fix up xmldocs with clarifications
2020-12-13 14:39:32 +01:00
091b08b507
Scope drawable nested hits more closely to models
2020-12-13 14:38:16 +01:00
61c488cd5e
Create HO-specific nested hit types
2020-12-13 13:08:32 +01:00
4d444df6b3
Rename DHO CreateStrong{-> Nested}Hit
2020-12-13 13:08:32 +01:00
b1635ecd16
Reflect can-be-strong split in DHO structure
2020-12-13 13:08:30 +01:00
f74567e8eb
Introduce base class for hitobjects that can be strong
2020-12-13 12:36:39 +01:00
1ddc896b76
Rename Strong{-> Nested}HitObject
2020-12-13 12:34:14 +01:00
94d737e51b
Merge pull request #11159 from bdach/taiko-hits-test-cleanup
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Refactor and restore taiko hits test scene to a working state
2020-12-13 16:58:40 +09:00
3a3b32186e
Make height test steps work better
2020-12-13 00:30:41 +01:00
43c0e2191d
Apply local fix for strong/colour not being applied correctly
2020-12-13 00:30:41 +01:00
76193e2217
Fix miss step not working
2020-12-13 00:30:41 +01:00
34e7a36b38
Fix kiai hit steps not working correctly
2020-12-13 00:30:41 +01:00
8292c746ea
Leverage hitobject model for strong hit instead of creating own
2020-12-13 00:30:41 +01:00
bf2594baa9
Merge pull request #11150 from peppy/update-framework
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Update framework
2020-12-12 21:35:53 +09:00
51840121b9
Merge branch 'master' into update-framework
2020-12-12 13:02:34 +01:00
f20c5a2bda
Update framework (again)
2020-12-12 15:29:26 +09:00
df198d9006
Merge pull request #11137 from peppy/fix-player-load-stuck-at-empty-screen
2020-12-11 21:22:12 +01:00
d457926523
Merge branch 'master' into fix-player-load-stuck-at-empty-screen
2020-12-11 20:49:27 +01:00
3ffa03a2c5
Merge pull request #11139 from peppy/fix-single-threaded-seeking
2020-12-11 20:46:54 +01:00
01833e8c9b
Merge branch 'master' into fix-single-threaded-seeking
2020-12-11 20:14:28 +01:00
31ae79a140
Merge pull request #11149 from peppy/add-cache-suffix-online-db
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Add a simple cache-busting query string to online.db retrieval
2020-12-11 20:20:52 +09:00
b5f6baf341
Update framework
2020-12-11 18:03:48 +09:00
bd66a3f8c7
Merge pull request #11131 from ekrctb/caught-object-pooling
2020-12-11 18:03:21 +09:00
a35060ea7a
Add a simple cache-busting query string to online.db retrieval
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As we are finally pushing updates for this database, this adds a minimum
level of guarantee that a client will request a new version (without
having to worry about multiple levels of server-side caching).
2020-12-11 17:56:02 +09:00
c0d20d8ce4
Add some spacing to interface class
2020-12-11 16:43:00 +09:00
2dd5911256
Rename method to better match purpose
2020-12-11 14:44:01 +09:00
2634c6b8d9
Combine DisplayRadius and Scale to DisplaySize
2020-12-10 20:43:01 +09:00
e097b6e61c
Add ScalingContainer back
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Don't want to set DHO.Scale or DHO.Rotation because because DHO may be transformed by mods.
DHO.Size is also assigned for drawable visualizer
2020-12-10 19:42:01 +09:00
01bd765384
Simplify pause handling by moving transform logic to bindable change event
2020-12-10 17:42:47 +09:00
679a550d83
Fix single threaded seeking not working due to unnecessary seek call
2020-12-10 17:42:28 +09:00
437c0506ce
Refactor to allow for special disposal handling to still work
2020-12-10 16:56:56 +09:00
67dd7be71a
Move cancelLoad call to OnResuming
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This has no real effect; it just feels more readable to me.
2020-12-10 16:34:59 +09:00
491ab74059
Schedule pushWhenLoaded once ever
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Previously it was being scheduled another time each OnResume, resulting
in more and more calls as a user retries the same beatmap multiple
times.
To simplify things I've decided to just schedule once ever. This means
that on resuming there's no 400ms delay any more, but in testing this
isn't really an issue (load time is still high enough that it will never
really be below that anyway). Even if gameplay was to load faster, the
animation should gracefully proceed.
2020-12-10 16:33:30 +09:00
cc996ec7fc
Ensure player is consumed at the point of scheduled push running the first time
2020-12-10 16:32:14 +09:00
231c3414d7
Merge pull request #11129 from smoogipoo/stanr-so-dynamic-pp
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Port StanR's dynamic SO pp changes
2020-12-09 12:23:20 +09:00
a8e2f35b62
Remove unneeded check of caught object removal
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The logic was public but now it is private
so the condition is ensured by the caller
2020-12-09 10:50:35 +09:00
775c4bad97
Remove unneeded lifetime assignment
2020-12-09 10:47:04 +09:00
da2f3d4473
Move classes to separate files
2020-12-09 10:40:42 +09:00
b52e279702
Reword exception message
2020-12-09 10:38:11 +09:00
86445e7c23
Remove unnecessary copy
2020-12-09 10:36:54 +09:00
c8b0934573
Rename caughtFruitContainer -> caughtObjectContainer
2020-12-09 10:35:36 +09:00
ccca7e0b25
more specific type droppedObjectContainer
2020-12-09 10:35:01 +09:00
df9de7a8dd
Remove null check that is not required anymore
2020-12-09 10:28:42 +09:00
b80204642e
Revert rename error
2020-12-09 10:25:35 +09:00
1212ffd24f
Rename to CopyStateFrom, and add comment
2020-12-08 23:35:24 +09:00
5ca98b0033
Add doc comments a bit
2020-12-08 23:11:22 +09:00
1f36bbecd1
Fix dropped objects not removed on revert result
2020-12-08 23:07:30 +09:00
749d5380ca
Pool caught objects and dropped objects
2020-12-08 22:38:10 +09:00
168ba62500
Port StanR's dynamic SO pp changes
2020-12-08 22:09:48 +09:00
a32dac00dd
Introduce IHasCatchObjectState implemented by DHO and CaughtObject
2020-12-08 21:29:26 +09:00