Commit Graph

1252 Commits

Author SHA1 Message Date
6017ef3825 Merge branch 'master' into fix-skin-sample-lookup 2021-06-08 17:37:36 +09:00
e388a896e8 Don't apply visibility increase to first object in osu!catch
The goal of the visibility increase is to help in cases where timing is
an issue (by showing the approach circle etc.). This doesn't need to
apply to catch.

@smoogipoo interested as to whether you agree with this one. Visually it
looks better to me but it does change the behaviour for only osu!catch,
so I'm not 100% confident on it.

Closes #13367.
2021-06-08 16:02:26 +09:00
122a624b7f Remove bogus CatchHitWindows
`CatchHitWindows` were a vestige from the past, and were not actually
used anywhere except for the hit error meter test, giving off an
appearance that the hit error meter was working properly.
`CatchHitObject` actually specifies empty hit windows.
2021-06-07 13:16:07 +02:00
1b93234c76 Merge branch 'master' into fruit-representation 2021-06-07 16:05:00 +09:00
bb02c35f2d Move all osu!catch legacy skin piece files to the correct location 2021-06-07 15:10:47 +09:00
ac5c55bd2c Remove "fruit visual representation" state from DrawableFruit
Instead, skin pieces compute visual representation from `IndexInBeatmap`.
2021-06-07 14:49:37 +09:00
166e4565be Move FruitVisualRepresentation namespace 2021-06-07 13:59:17 +09:00
d26c9a66c2 Merge branch 'legacy-skin-default-fallback' into fix-skin-sample-lookup 2021-06-07 12:01:19 +09:00
8e20f90ed5 Use seeded RNG for catch explosion animation
The animation is always the same when a replay is rewound or a beatmap is played multiple times.
2021-06-04 19:54:46 +09:00
181f1da3d3 Maintain catch hit explosion by lifetime entries
- Fix hit explosion not showing when a replay is rewound to a time after a hit object is caught
2021-06-04 19:46:50 +09:00
15b43beef1 Merge pull request #11857 from Syriiin/diffcalc/refactor/catch-clockrate-effects
Refactor catch Movement skill to not require explicit clockrate usage
2021-06-03 17:29:27 +09:00
f51413ead9 Refactor to pass clockrate in constructor rather than deriving from mods 2021-06-03 16:09:42 +10:00
7cdef5cb0a Merge branch 'master' into diffcalc/refactor/catch-clockrate-effects 2021-06-03 15:51:03 +10:00
94701b77cb Add TODO for variable clockrate support in catch difficulty calculator 2021-06-03 15:44:28 +10:00
14570b6fb1 Merge branch 'master' into autoplay-pause-support 2021-06-01 14:19:21 +09:00
00b3eea840 Merge branch 'legacy-skin-default-fallback' into fix-skin-sample-lookup 2021-05-31 21:39:04 +09:00
de0e51a81d Merge branch 'master' into fix-skin-sample-lookup 2021-05-31 15:27:39 +09:00
4e186b0cf5 ContentVisible -> HiddenByRulesetImplementation 2021-05-31 09:24:26 +03:00
60b781701f Rewrite catch combo counter hide logic 2021-05-30 14:22:11 +03:00
fb81e5133f Merge branch 'master' into catch-hide-combo-workaround 2021-05-30 14:16:46 +03:00
50d71faf56 Restructure lookup code to avoid repeating the base call 2021-05-30 17:55:10 +09:00
dac1a98d8a Merge branch 'master' into fix-skin-sample-lookup 2021-05-30 15:19:47 +09:00
fbc316ea1d Fix legacy skin transformers potentially ignoring source implementations 2021-05-29 21:23:22 +03:00
2439de1c3d fix capitalzation of osu!catch HitResults 2021-05-28 18:40:58 +02:00
70a844ac10 Remove allowFallback parameters completely 2021-05-27 14:50:42 +09:00
a3c78674a1 Add new interface for autoplay mods 2021-05-25 18:09:24 +09:00
a4d52a7f52 Use switch—case instead 2021-05-19 23:37:22 +03:00
c98d036b48 Merge branch 'master' into catch-hide-combo-workaround 2021-05-18 17:47:20 +03:00
ff419af512 Hide the combo counter content rather than full death 2021-05-18 09:10:15 +03:00
df248ea41b Improve code readability 2021-05-17 11:41:53 +03:00
102842bcf1 Expire legacy combo counters on catch ruleset 2021-05-15 16:55:15 +03:00
166974506e Duplicate implementions 2021-05-15 11:55:50 +08:00
67dfeeb1b7 Cleanup code in ModHidden 2021-05-14 21:29:13 +08:00
004798d61d Update Legacy components to not require skin in ctor 2021-05-11 18:39:14 +09:00
207f7f1e56 Rename FramedAutoGenerator<T> -> AutoGenerator<T> 2021-05-07 00:31:12 +09:00
cf39178099 Use FramedAutoGenerator in Taiko, Catch, Mania
OsuAutoGenerator is not included in this change because it uses SortedList-like thing
2021-05-06 22:57:07 +09:00
0ccdfeea57 Fix code quality issues 2021-04-24 14:35:49 +09:00
d4ffd2ef4b Merge branch 'master' into reversed-fruits 2021-04-23 15:08:18 +09:00
bc0e1d8c37 Remove dead newline 2021-04-23 15:06:39 +09:00
d4d78f7434 Merge branch 'master' into legacy-scores-classic-mod 2021-04-22 18:44:20 +09:00
dc2bc462b8 Expose internal catcher width calculation methods 2021-04-22 17:27:23 +09:00
84a7138223 Update tests to better support stack regeneration cases 2021-04-22 17:13:19 +09:00
3e1002fbf3 Improve osu!catch caught fruit placement algorithm 2021-04-22 17:06:28 +09:00
e3398d8f1f Implement "classic" mod for all other legacy rulesets
Currently empty, automatically handled in game to not be selectable (see `Mod.HasImplementation`)
2021-04-21 09:14:33 +03:00
ddf1b560f3 Remove catcher fade during hyperdash
Closes https://github.com/ppy/osu/issues/12472.
2021-04-20 18:18:51 +09:00
eec77b0527 replace icon 2021-04-17 23:55:39 +02:00
5d274dbce8 replace IApplicableToPlayer with IApplicableToDrawableRuleset 2021-04-17 16:38:28 +02:00
cf3aaff7bd Add floating fruits mod 2021-04-17 16:01:23 +02:00
a965e8a75d Remove AutoGenerator workaround of now-fixed issue 2021-04-16 14:13:41 +09:00
91c7d8d26c Introduce StartFrame and EndFrame to simplify the replay interpolation code 2021-04-16 14:13:41 +09:00