26d9e3cc10
Merge branch 'master' into fix-taiko-rewind
2018-06-25 16:08:52 +09:00
5b344525e1
Move proxy state check to base class
2018-06-18 00:27:18 +09:00
4575319102
Privatise the proxied content
2018-06-17 17:56:46 +09:00
0f9c05d1e6
Fix taiko swells not properly rewinding
2018-06-11 22:32:08 +09:00
1b12820de9
Restore a removed comment
2018-06-11 21:54:11 +09:00
22dfe46572
Make taiko hitobject properly unproxy when rewound
2018-06-11 21:46:45 +09:00
b6fb01440b
Fix taiko hit states not being reverted on rewind
2018-06-11 20:44:26 +09:00
32a74f95a5
Normalize all the line endings
2018-04-13 18:26:38 +09:00
cb3d0db555
Move combo colours completely out of HitObjects
2018-03-20 15:50:12 +09:00
20acc601bb
Fix up breaking taiko changes
2018-03-16 16:10:09 +09:00
a42035f494
Make DrawableHitObject a CompositeDrawable
...
No reason for it to be a container.
2018-03-15 13:41:06 +09:00
2a9fb2c2c6
Make NestedHitObjects lazily-constructed
2018-03-05 21:40:26 +09:00
df84b23847
Fix possible nullref when there are 0 drumroll ticks
2018-03-05 21:19:40 +09:00
7ce3e60722
Fix drumrolls giving GOOD judgements too one tick too late
2018-03-05 21:19:36 +09:00
46284c61ae
Return HitResult.None instead of null
2018-02-08 14:25:59 +09:00
3d167c40ae
Remove now unneeded Math.Abs call
2018-02-08 14:15:58 +09:00
9225e883c1
Add + use HalfHitWindow
2018-02-02 20:29:50 +09:00
9bc4bf33a6
Use HitWindows for taiko
2018-02-02 18:53:30 +09:00
bfdfb52666
Fix a few usages of AllJudged possibly not being correct
2018-01-15 15:28:08 +09:00
9d00e5bb7d
Make ScrollingHitObjectContainer handle nested hitobjects
2018-01-11 15:08:30 +09:00
6255aaab68
Per-hitobject lifetime management
2018-01-10 19:17:43 +09:00
86b5591583
Merge remote-tracking branch 'origin/master' into scrolling-hitobjects-rewrite
2018-01-10 18:02:49 +09:00
37d393bca0
Update licence headers
2018-01-05 20:21:19 +09:00
add68ff068
Fix swells not stopping at the hit position
2018-01-04 21:45:29 +09:00
4fee76ba0b
Fix drumroll lengths
2018-01-04 20:56:28 +09:00
f34131f8f4
Initial game-wide replacement of scrolling playfields
2018-01-04 18:50:17 +09:00
ccb69d16d9
move HitResult in Scoring namespace to replace HitCount
2017-12-30 21:23:18 +01:00
9690591593
Make taiko use namespaced hitsounds
...
This is a temporary solution for now that uses DrawableHitObject.SampleNamespace for the override. We will not want to do this going forward, and instead have the rulesets add their custom resource stores to the games', but that requires deciding where/when to apply/remove such resource stores, and is probably left to skinning.
2017-12-26 19:55:56 +09:00
35d7fa8a81
Cleanup things that are now not needed with these changes
2017-12-26 14:18:38 +09:00
14162b5d46
Make InputDrum handle all Normals/Claps, hitobjects all others
2017-12-26 14:18:23 +09:00
8bfdee586b
Rename SwellSampleMapping -> DrumSampleMapping
2017-12-25 17:29:04 +09:00
844e39a9f6
Make Swells play samples while they're being hit
2017-12-25 15:04:22 +09:00
8529eb1d3a
Make strong hit misses not count as misses
2017-12-25 14:49:39 +09:00
298ac5468f
Fix regressions
2017-12-23 17:24:28 +09:00
46865bbacd
Merge remote-tracking branch 'upstream/master' into taiko-hitsounds-fix
...
# Conflicts:
# osu.Game/Audio/SampleInfo.cs
2017-12-23 14:50:35 +09:00
6a29f6020a
Make HitObjects construct nested hit objects
2017-12-22 21:42:54 +09:00
9d3d9bcdc8
Corrected the return values for taiko DrawableHit and DrawableHitStrong (OnPressed == true if new Judgement occurs and is a hit)
2017-12-08 09:42:10 +01:00
43c270ea49
Rolled back the bad earlier implementation
2017-12-07 21:18:51 +01:00
3e8db8c5e1
Enabled strong taiko hitobjects playing samples again.
...
Also removes the first hitsound from the strong hitobject so only the "hitfinish" sound gets played.
2017-11-29 06:27:25 +01:00
bc3f11fdb8
Added PlaysSamples property to prevent certain DrawableHitObjects from playing their samples on hit. Also added this to TaikoObjects so their hitsounds won't be played (will be done by the TaikoRulesetContainer)
2017-11-29 06:24:13 +01:00
5c2b1d4be2
Update xmldoc
2017-11-02 21:58:29 +09:00
e2b6003f98
Make taiko use the new "Final" field
...
Ensures that the first hit on HitStrongs is _always_ non-final unless it was a miss. The second hit is always final.
2017-11-02 21:55:50 +09:00
fe00ac7e41
Make DrawableHitObject/ScoreProcessor support rewinding
2017-11-02 21:21:07 +09:00
d5892cf54e
Add a bool to specify whether judgements should be visible for certain DrawableHitObjects
2017-10-09 20:17:05 +09:00
fb05552ac4
Fix one more case of incorrect offset.
2017-09-12 18:36:31 +09:00
1194e46ef1
Merge remote-tracking branch 'upstream/master' into judgement-revamp
2017-09-12 17:46:21 +09:00
19db7a8f72
Update in line with framework changes.
2017-09-07 22:46:21 +09:00
0cc443e618
Remove all generic judgements.
2017-09-06 18:05:51 +09:00
29941019a5
Hacky way to make osu! and taiko work again.
2017-09-06 17:44:51 +09:00
ac8ec31b61
Make judgements able to be "added" plus make everything compile and run.
2017-09-06 17:02:13 +09:00