Commit Graph

2157 Commits

Author SHA1 Message Date
5970c102b4 Change API to be easier to understand 2020-02-20 15:17:49 +09:00
5340d1de59 Move combo colour update logic to osu! ruleset 2020-02-19 16:07:00 +09:00
a1bfb18ce0 Fix accessing incorrect items list in event 2020-02-18 19:00:02 +09:00
b18f9e195e Merge branch 'master' into bindable-list-events 2020-02-18 18:47:06 +09:00
316c6b2a94 Simplify RulesetInfo string presentation 2020-02-18 01:17:12 +03:00
958c891d15 Update with framework-side bindable list changes 2020-02-17 15:06:14 +09:00
7c9569c9a3 Merge branch 'master' into remove-duplicated-load 2020-02-15 12:10:34 +07:00
c753cb46c5 Use [Resolved] wherever possible 2020-02-14 20:14:00 +07:00
61a7f04efb Add a sane key up delay to relax mod 2020-02-14 17:13:50 +09:00
5b3f0bbb0a Merge branch 'master' into fix-editor-time-change-display 2020-02-13 23:55:52 +09:00
5a90e6f9b5 Merge branch 'master' into fix-blueprint-outside-container 2020-02-13 17:32:49 +09:00
53b62816f8 Add index constants for cross-class safety 2020-02-13 14:07:37 +09:00
b65e839bd2 Simplify blueprints by removing visible state 2020-02-13 10:00:09 +09:00
0fe41fd50a Fix blueprint showing even when mouse outside of container 2020-02-13 09:03:48 +09:00
f7ee675102 Clear and revert to negative infinity, avoiding transforms getting left behind on StartTime change 2020-02-12 19:02:54 +09:00
c386589cc0 Reapply current state, not idle 2020-02-12 19:02:25 +09:00
3d1183eea0 Merge branch 'master' into difficultyadjust-order 2020-02-10 16:46:24 -08:00
ca237fd987 Simplify ordering by using only numbers, add xmldoc 2020-02-10 16:21:49 -08:00
f3c47dc8c9 Merge branch 'master' into seek-to-endtime-on-placement 2020-02-10 14:53:11 +09:00
ea521b466f Switch numerical consts to an enum 2020-02-09 21:37:40 -08:00
137181017b Naming consistency with osu!web 2020-02-09 20:36:54 -08:00
88a56d00bf Allow specifying order to SettingSource 2020-02-09 20:11:37 -08:00
91203c2b12 Merge branch 'master' into placement-display-in-timeline 2020-02-08 01:50:24 +09:00
51ae741fc7 Merge pull request #7755 from peppy/fix-spinner-placement
Fix spinner placement blueprint in multiple ways
2020-02-08 01:49:48 +09:00
678eb8ec31 Reduce accessibility to set
Co-Authored-By: Dan Balasescu <smoogipoo@smgi.me>
2020-02-08 00:12:23 +09:00
7c715937ca Merge branch 'master' into skin-animation-frame-rate 2020-02-07 23:52:45 +09:00
2e50e56d7c Seek to previous object endtime after successful placement 2020-02-07 19:12:09 +09:00
a6531bf73e Don't show distance snap grid for spinners (for now) 2020-02-07 19:09:23 +09:00
e08437c5dc Track placement object in EditorBeatmap 2020-02-07 18:03:14 +09:00
e31d69c749 Add commit status to EndPlacement; call BeginPlacement on initial movement 2020-02-07 18:02:48 +09:00
a6a285bc09 Merge branch 'master' into fix-editor-snapping-inaccuracy 2020-02-07 17:20:42 +09:00
e6060d5ecc Merge pull request #7749 from peppy/fix-incorrect-distance-snap-grip
Fix incorrect distance snap grid being displayed when in selection mode
2020-02-07 17:20:28 +09:00
8990152315 Fix duration snapping still being incorrect 2020-02-07 16:43:50 +09:00
3aa18abd99 Fix typo in xmldoc
Co-Authored-By: Tree <thewildtree@outlook.com>
2020-02-07 16:22:59 +09:00
f63bf06373 Fix incorrect distance snap grid being displayed when in selection mode 2020-02-07 16:09:54 +09:00
7460018cd3 Move combo colours to GlobalSkinColours 2020-02-07 14:58:07 +09:00
5fde4f2c0c Fix lifetime calculation in overlapping algorithm
Changes to lifetime calculation in scrolling rulesets introduced in
#7367, which aimed to account for the distance between hit objects'
origin and its edge entering the scrolling area, fixed some issues with
hitobjects appearing abruptly, but also regressed some other scenarios.

Upon investigation, the regression was localised to the overlapping
scroll algorithm. The reason for this was two-fold:

* The previous code used TimeAt() to calculate the time of travel from
  the hit object's edge to its origin. For other algorithms, that time
  can be accurately reconstructed, because they don't have periods of
  time where there are multiple hit objects scrolling at different
  velocities.

  That invariant does not hold for the overlapping algorithm, therefore
  it is possible for different values to be technically correct for
  TimeAt(). However, the only value that matters for the adjustment
  is the one that's indicated by the control point that applies to the
  hit object origin, which can be uniquely identified.

* Additionally, the offset returned (even if correct) was applied
  externally to the hit object's start time and passed to
  GetDisplayStartTime(). In the overlapping algorithm, the choice of
  control point used in GetDisplayStartTime() is important, since
  the value of the speed multiplier is read within.

  Externally rewinding the hit object's start time meant that in some
  cases the speed multiplier of the *previous* control point is applied,
  which led to hit objects appearing too late if the scrolling rate
  decreased.

Because of the above, modify GetDisplayStartTime() to take the offset
into account in all algorithms, and apply the adjustment correctly
inside of them. The constant and sequential algorithms needed no
adjustment from the previous logic, since:

* the constant algorithm disregarded control points, and
* the sequential algorithm would effectively rewind to time = 0,
  calculate the absolute distance from time = 0 to the hit object start,
  apply the origin offset *to the absolute distance*, and then convert
  back to time, applying all control points in sequence. Due to this
  it was impossible for control points to get mixed up while
  calculating.

As for the overlapping algorithm, the high-level logic is as follows:

* The distance that the origin has to travel is the length of the scroll
  plus the distance from the origin to the object edge.
* The above distance divided by the scroll length gives the relative
  scroll lengths that the object has to travel.
* As one relative scroll length takes one time range, the relative
  travel length multiplied by the time range gives the absolute travel
  time of the object origin.
* Finally, the control point multiplier applicable at origin time is
  applied to the whole travel time.

Correctness of the above is demonstrated by visual tests added before
and headless unit tests of the algorithms themselves. The sequential
scroll algorithm was not covered by unit tests, and remains uncovered
due to floating-point inaccuracies that should be addressed separately.
2020-02-06 23:13:28 +01:00
daf5fa9da4 Throw NotSupportedException instead 2020-02-06 13:16:32 +09:00
cd6902a312 Make EndTime and RepeatCount settable 2020-02-05 17:52:51 +09:00
63c595ed97 Make EditorBeatmap a component and move UpdateHitObject to it 2020-02-05 17:48:21 +09:00
434c0d92e4 Use Bindable{Float,Double}s everywhere
To avoid further floating-point comparison bugs, remove all usages of
Bindable<{float,double}>, replacing them with their
Bindable<Float,Double> counterparts.
2020-02-01 22:50:29 +01:00
9596030e1d Make use of ElementAtOrDefault() when possible 2020-01-31 18:32:47 +01:00
9f0f09a844 Add a reverse setting for Winding mods (#7222)
Add a reverse setting for Winding mods
2020-01-29 20:29:32 +09:00
77b1bf3ee2 Merge pull request #7648 from peppy/keyboard-composition-tools
Allow selecting composition tools using 1-4 keys
2020-01-29 17:29:11 +09:00
37c7fe30fa Merge branch 'master' into keyboard-composition-tools 2020-01-29 16:52:47 +09:00
66b8d38d42 Merge branch 'master' into selection-composition-conformity 2020-01-29 16:52:45 +09:00
ec015d750b Merge remote-tracking branch 'origin/master' into reverse-winding 2020-01-29 15:38:06 +09:00
17294b1b09 Make wind down max value 200% 2020-01-29 15:34:36 +09:00
65ac412ff8 Merge branch 'master' into fix-beat-snap 2020-01-29 15:32:27 +09:00
8e2159e4eb Ensure selection tool correctly matches selection state
- When a selection is made (via the timeline) the selection tool should become the select tool.
- When the selection tool is changed to anything *but* the select tool, the selection should be cleared.
2020-01-28 15:13:12 +09:00