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
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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
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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
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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
84bc81a6de
Make FramedReplayInputHandler.CurrentTime non-null
2021-04-16 14:13:41 +09:00
6d0dc62502
Make sure latest catcher position is used for catching logic
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A replay frame processed in CatchInputManager is applied to catcher in `CatcherArea`.
The catcher position is then used for the catching logic for each hit object under `HitObjectContainer`.
Thus, if `HitObjectContainer` came before `CatcherArea`, the replay input is delayed one frame.
That was one reason why the catch autoplay misses hit objects (especially when fast-forwarded).
2021-04-09 16:04:45 +09:00
85d2b1232a
Refactor to abstract out strain logic into StrainSkill class
...
While it is the case for the existing official Skills, Skill implementations shouldn't be required to conform to a strain based approach.
There are other valid approaches to calculating skill difficulty that can be supported by abstracting the strain logic into its own StrainSkill class.
2021-04-03 20:52:39 +11:00
5b2dcea8a8
Refactor to encapsulate strain logic into Skill class
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As strains are an implementation detail of the current Skill calculations, it makes sense that strain related logic should be encapsulated within the Skill class.
2021-04-03 20:47:43 +11:00
b24c695146
Merge branch 'master' into hide-caught-fruit-in-hidden
2021-03-30 15:42:00 +09:00
89bea2868a
Move bool one level down
2021-03-30 14:33:55 +09:00
013ddc734c
Fix osu!catch fruit showing on plate when hidden mod is enabled
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Closes https://github.com/ppy/osu/issues/12065 .
2021-03-25 17:04:37 +09:00
43c1e1d217
Update existing usages
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Resolve post-conflict issues
2021-03-13 06:09:07 +03:00
5b6018295d
Merge branch 'master' into diffcalc/skill-mods
2021-03-04 13:06:26 +09:00
dff1d80f39
Update HasFlag usages to HasFlagFast
2021-02-25 15:38:56 +09:00
66643a97b0
Add a list of mods to Skill class
...
Although this isn't necessary for existing official rulesets and calculators, custom calculators can have use cases for accessing mods in difficulty calculation.
For example, accounting for the effects of visual mods.
2021-02-20 20:37:44 +11:00
aaa0362b12
Merge branch 'master' into autoplay-rate-independence
2021-02-11 17:39:45 +09:00
be9b07a4cf
Merge branch 'master' into difficulty-adjustment-extension
2021-02-10 20:42:08 +09:00
68c20a2a37
Allow autoplay score generation to access mod list
2021-02-07 18:35:34 +01:00
9ef130cdcc
Fix codefactor style issues
2021-02-04 13:28:35 -08:00
d168de0ae3
Formatting
2021-01-29 03:03:23 +01:00
da4c207a73
Fix the ctb auto mod speedup in some occasions
2021-01-29 02:53:26 +01:00
1b166d809e
Adjust package titles
2021-01-18 11:08:03 +09:00
ec00aaef90
Add nuget deploys for all rulesets
2021-01-18 10:53:31 +09:00
303cc62ee7
Transfer flags indicating if settings were changed
2021-01-06 22:46:46 +01:00
1793385e96
Pass a score to the replay recorder to allow reading more general scoring data
2020-12-14 16:52:14 +09:00
b81dbfc192
Move shared implementation to a named function
2020-12-14 13:56:46 +09:00
5b5e883904
Remove EffectiveXBindable (setting Value was not handled)
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And use orthogonal `OriginalXBindable` and `XOffsetBindable`.
2020-12-14 13:39:07 +09:00
0ad256a762
Fix comment
2020-12-14 13:18:32 +09:00
d96399ea42
Revert "Remove X setter from CatchHitObject"
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This reverts commit 7cbbd74d
2020-12-14 13:18:14 +09:00
7cbbd74df2
Remove X setter from CatchHitObject
2020-12-14 11:38:07 +09:00
f621d977fc
Add some more doc comment
2020-12-14 11:32:34 +09:00
36529bdd1b
Use OriginalX for CatchHitObject.X instead of EffectiveX
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And explicitly implement IHasXPosition interface to prevent use of the X property.
It should be preferred for beatmap conversion purpose.
2020-12-14 11:26:05 +09:00
089f3bebf5
Add doc comments to catch hit object X properties
2020-12-14 11:15:49 +09:00
cd2db59900
XBindable -> EffectiveXBindable in catch DHO
2020-12-14 11:05:26 +09:00
96f3e0dad8
Replace CatchHitObject.X usage to EffectiveX and OriginalX
2020-12-14 11:03:14 +09:00