70fc09f81e
move judgement + state logic up to DrawableHitObject
2018-01-13 12:42:42 +01:00
ae1adfd2f2
remove unnecessary empty lines
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codefactor.io \(o.o)/
also one unnecessary semicolon
2018-01-12 19:30:34 +01:00
9d00e5bb7d
Make ScrollingHitObjectContainer handle nested hitobjects
2018-01-11 15:08:30 +09:00
9036ea92eb
Run child updates for nested hitobjects when parent hitobjects are masked
2018-01-10 18:29:46 +09:00
86b5591583
Merge remote-tracking branch 'origin/master' into scrolling-hitobjects-rewrite
2018-01-10 18:02:49 +09:00
ae032cbf23
Support HandleKeyboardInput, HandleMouseInput, CanReceiveKeyboardInput, CanReceiveMouseInput properties
2018-01-07 23:40:00 +03:00
37d393bca0
Update licence headers
2018-01-05 20:21:19 +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
a0966305d4
Remove unnecessary new event
2017-12-30 14:46:44 +09:00
f547c7986d
created option to override values before UpdateState is called
2017-12-29 17:50:55 +01:00
27cb445c24
Always recrusively apply custom sequence to nested hitobjects
2017-12-29 17:48:05 +09:00
dbcf87267d
Merge branch 'master' into standard-hd-support
2017-12-27 21:26:39 +01:00
4c2554595e
implement hidden (mostly)
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some things work and others don't, I dunno
2017-12-26 17:25:18 +01:00
9690591593
Make taiko use namespaced hitsounds
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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
14162b5d46
Make InputDrum handle all Normals/Claps, hitobjects all others
2017-12-26 14:18:23 +09:00
0fb620a8d3
Make HitObject.Samples non-nullable
2017-12-25 16:41:18 +09:00
d288d8a51f
Remove SampleInfoList
2017-12-25 15:40:01 +09:00
68d76d4380
Fix taiko strong hits not being handled
2017-12-23 20:58:09 +09:00
aeafa5645a
Make Samples null by default and prepopulate in mania
2017-12-23 18:06:46 +09:00
2db68df999
Simplify DrawableHitObject's sample load code
2017-12-23 17:20:14 +09:00
5026c7a95e
SoundControlPoint -> SampleControlPoint
2017-12-23 16:34:34 +09:00
ff0927e71b
Remove unnecessary newline
2017-12-23 16:23:33 +09:00
46865bbacd
Merge remote-tracking branch 'upstream/master' into taiko-hitsounds-fix
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# 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
cb7e192aff
Determine SampleInfo defaults in DrawableHitObject
2017-12-21 16:02:33 +09:00
c99ea32574
Merge branch 'master' into beatmap-serialization
2017-12-21 13:39:39 +09:00
a303bf71cf
Give control over screen space conversion to DrawableHitObject
2017-12-11 22:19:02 +09:00
b28306d3c0
Fix incorrect SelectionPoint
2017-12-11 18:08:16 +09:00
4573cc3322
Refactor into a new DragBox class, representing a single drag
2017-12-11 17:45:03 +09:00
9e3d439f0a
Merge branch 'master' of https://github.com/ppy/osu into taiko-hitsounds-fix
2017-12-08 08:30:02 +01:00
f41af191ed
Merge remote-tracking branch 'origin/master' into editor-selection-tool
2017-12-08 15:13:18 +09:00
43c270ea49
Rolled back the bad earlier implementation
2017-12-07 21:18:51 +01:00
e573db04d4
Don't serialize HitObject.Kiai
2017-12-07 14:42:36 +09:00
41b607c165
Dont serialize hitobject sample properties copied from the control point
2017-12-07 03:40:43 +09:00
db50ad794e
CI adjustments
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- removing unnecessary `using`s
- name Fields/Methods according to rules
- removing unnecessary initializations
2017-12-01 17:58:11 +01:00
806c0e3b26
restructured OsuLegacyDecoder into LegacyDecoder
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Beatmap works, Storyboard not...
2017-12-01 17:43:33 +01:00
cf859a6cf2
Make the dragger attach to objects it surrounds
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Plus a lot more implementation.
2017-12-02 00:26:02 +09:00
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
2610cadd3c
CI fixes
2017-11-21 12:11:29 +09:00
4f6263ef86
Make many internal classes and methods public
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This is important when using dynamic compiling to rapidly iterate. Until we actually split projects out into pieces (like the abstract ruleset project we have talked about) there is no advantage to using internal in the osu! game code.
2017-11-21 12:06:16 +09:00
ae8407a3f3
Fix nested hitobject judgements not being removed
2017-11-13 14:00:35 +09:00
66ee9d1631
Update in-line with framework changes
2017-11-09 17:04:04 +09:00
348083f589
Update with framework state transformation
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Removes explicit initial state setting in DrawableOsuHitObjects.
2017-11-09 14:05:05 +09:00
0620d0bd7a
AllJudged does not need to be virtual anymore
2017-11-02 21:56:09 +09:00
326891f51c
Add "Final" to better determine when to stop processing the hitobject
2017-11-02 21:54:28 +09:00
fe00ac7e41
Make DrawableHitObject/ScoreProcessor support rewinding
2017-11-02 21:21:07 +09:00
bb6b656ec6
Fix code review issues
2017-10-12 22:27:22 +09:00
1a88ffe862
Merge remote-tracking branch 'upstream/master' into catch-improvements
2017-10-11 19:10:18 +09:00
03fbf47bc2
Add juicy streams
2017-10-10 20:22:42 +09:00