Commit Graph

2925 Commits

Author SHA1 Message Date
2d50a7b616 Fix a few xmldoc typos 2020-11-05 17:38:02 +09:00
0cadb31947 Merge branch 'master' into drawable-hit-object-hit-state-fix 2020-11-05 17:07:52 +09:00
9d5b1ec28c Add removal dates 2020-11-05 17:04:11 +09:00
cc518feca7 Make methods abstract 2020-11-05 16:03:10 +09:00
a219aa7ba2 Add xmldoc 2020-11-05 15:53:35 +09:00
628b8be15d Implement ModWithVisibilityAdjustment 2020-11-05 15:40:25 +09:00
9a7fcadabc Use BDL for top-level osu! DHOs 2020-11-05 13:51:46 +09:00
68b7efe4d5 Change order of execution to be chronological 2020-11-04 17:14:23 +09:00
831325978a Always execute UpdateHitStateTransforms (even for idle) 2020-11-04 17:14:23 +09:00
3b6cf95f49 Remove parameter from StartTime method and add obsoleted previous version 2020-11-04 16:39:52 +09:00
7f30140b7e Add new method handling hit state specifically
Until now UpdateStateTransforms was applying results offsets to
StartTime. This didn't cover the case of a HitObject with duration,
where the call would be made with `StartTime + hitOffset` rather than
`EndTime + hitOffset`.

To resolve this, a new method has been added which should be used to
handle hit-specific state transforms.
2020-11-04 16:13:14 +09:00
9f333ac58a Add the ability to delete slider control points using shift+right click
Closes https://github.com/ppy/osu/issues/10672.

In two minds about how this should be implemented but went in this
direction initially. The other way would be to add local handling of
Shift-Right Click inside PathControlPointPiece (which is already doing
mouse handling itself).
2020-11-03 20:46:33 +09:00
04178e9458 Merge branch 'master' into spectator-replay-watcher 2020-11-02 14:54:51 +09:00
1b53e6c782 Merge branch 'master' into sample-lookup-improvements 2020-11-02 13:04:35 +09:00
2b0bea535e Resolve CA1805 inspections
"Member is explicitly initialized to its default value"
2020-11-01 18:47:40 +01:00
b7696c85ad Add more xmldocs 2020-11-01 15:23:03 +01:00
b4e5311014 Move initial state set inside updateClock 2020-10-30 20:39:25 +09:00
1bd461f229 Move clock logic back to inside updateClock method 2020-10-30 20:21:14 +09:00
32e68a6a3c Fix FramedReplayInputHandler incorrectly blocking in streaming mode when time requested is before the first frame
Most of this is just tidying up the logic to (hopefully) be better to
follow, again (again (again)).

The actual fix is that we now allow interpolation/playback when the
incoming time is less than the first frame's time, regardless of
receiving status.
2020-10-30 16:09:03 +09:00
0f997386ae Fix direction and IsRunning not updating on first frame after becoming valid
The parent clock will not unpause until WaitingForFrames becomes false,
so I've moved the set of that before we start to propagate its values
across. Doesn't fix any visible issue but should make propagation one
game loop faster.
2020-10-30 15:26:23 +09:00
326fd03525 Fix loop not exiting after first valid frame 2020-10-30 15:25:53 +09:00
8e6c803900 Avoid running full updateClock loop when waiting on frames 2020-10-30 12:39:11 +09:00
2ea4aa0a37 Fix incorrect specification on some sample lookups 2020-10-30 11:59:41 +09:00
87be7d162b Merge branch 'master' into spectator-replay-watcher 2020-10-30 00:25:17 +09:00
335d150a13 Fix aim time being mutated inside update loop 2020-10-29 18:11:50 +09:00
2671d371da Move clock retrieval to new correct location 2020-10-29 15:28:39 +09:00
3ea27e23e8 Update namespace references 2020-10-29 15:20:10 +09:00
db2b00068f Avoid sourcing parent clock when in a paused state 2020-10-29 14:48:56 +09:00
d91456dc29 Move initial validity check out of loop for clarity 2020-10-29 14:25:47 +09:00
2e5a8b2287 Fix xmldoc to read better in new context 2020-10-29 13:16:31 +09:00
a022b869eb Merge branch 'master' into frame-stability-clean-up 2020-10-29 13:02:17 +09:00
a1696942f0 Merge branch 'master' into right-click-circle-delete 2020-10-28 22:12:14 +01:00
202fe09306 Group selection actions back up in SelectionHandler 2020-10-28 22:06:48 +01:00
6eddd76bdc Simplify FramedReplayInputHandler's SetFrame implementation 2020-10-28 16:03:23 +09:00
09da75b143 Merge branch 'frame-stability-clean-up' into spectator-replay-watcher 2020-10-28 15:34:46 +09:00
2b1e79a4e8 Simplify state changes further 2020-10-28 15:32:20 +09:00
c9515653b3 Restore previous directionality logic to avoid logic differences 2020-10-28 15:31:57 +09:00
77d807d0f5 Merge branch 'frame-stability-clean-up' into spectator-replay-watcher 2020-10-28 15:26:02 +09:00
59e9c2639a Remove try-finally 2020-10-28 15:16:56 +09:00
a06516c900 Extract out frame stability state into enum for (hopefully) better clarity 2020-10-28 15:15:15 +09:00
8c9bda2ded Split out replay update method 2020-10-28 15:14:06 +09:00
9b9a41596f Split out frame stability calculation to own method 2020-10-28 15:14:06 +09:00
3e5322541d Make direction setting more clear 2020-10-28 14:35:42 +09:00
b3d793a505 Fix gameplay proceeding when no frames have been received yet 2020-10-27 18:58:37 +09:00
851d45d2eb Add sane pausing logic 2020-10-27 18:58:37 +09:00
9e6b0a42ec Allow FrameStabilityContainer to handle waiting-for-data state better (and pause outwards) 2020-10-27 18:58:37 +09:00
400542bc0b Ensure frames arrive 2020-10-27 18:58:37 +09:00
b8beac27ce Use previous logic for catching-up mode 2020-10-27 17:14:41 +09:00
09087faf3b Fix non-matching filename 2020-10-27 14:23:24 +09:00
9cfb81589e Use bindable flow instead 2020-10-27 14:10:12 +09:00