Commit Graph

17 Commits

Author SHA1 Message Date
4a7b011a53 Propagate samples to strong nested hits too
The rationale is the same as in
6d325651dc. Due to the recursive nature of
`GameplaySampleTriggerSource.GetMostValidObject()`, in the case of
nested hits, drum rolls and drum roll ticks, the nested strong hits
would become the most valid object, and so without propagating
the samples down to that level too, nothing would play.
2023-05-21 18:58:05 +02:00
11e1b22bf5 Move MaximumJudgementOffset to HitObject
We want to access this property for computing lifetime
2023-01-19 21:23:55 +09:00
f8830c6850 Automated #nullable processing 2022-06-17 16:37:17 +09:00
5af1ac1b53 Rename TaikoStrong{-> able}HitObject 2020-12-14 21:46:02 +01:00
61c488cd5e Create HO-specific nested hit types 2020-12-13 13:08:32 +01:00
f74567e8eb Introduce base class for hitobjects that can be strong 2020-12-13 12:36:39 +01:00
51bf600ea7 Use empty hitwindows instead of null 2019-10-09 19:08:31 +09:00
f925e781a9 Refactor HitWindows for legibility 2019-09-06 15:24:14 +09:00
f3656475de Return null hitwindows for non-time-based objects 2019-09-02 16:10:30 +09:00
8617aaa2a7 Update licence header (and remove year) 2019-01-24 17:43:03 +09:00
3a7488767c Make HitObject not store the judgement 2018-08-06 11:50:18 +09:00
fa3c919e2e Fix up taiko judgement creation 2018-08-03 16:11:38 +09:00
0da6c8c1a7 Remove unnecessary local variables 2018-08-02 22:20:07 +09:00
1b7b6f341c Migrate Rulesets.Taiko to the new judgement system 2018-08-02 16:09:04 +09:00
32a74f95a5 Normalize all the line endings 2018-04-13 18:26:38 +09:00
37d393bca0 Update licence headers 2018-01-05 20:21:19 +09:00
fbd26a1d5e Mode -> Ruleset. 2017-04-18 16:05:58 +09:00