Commit Graph

1785 Commits

Author SHA1 Message Date
9b9138253c Remove finalizer 2019-10-17 11:27:23 +09:00
96c6aeefe9 Remove out-of-date todo 2019-10-15 16:16:33 +09:00
12cd57744b Make RulestStore initialise at construction time 2019-10-15 16:14:06 +09:00
00d4d976b7 Move editor selections relative to hitobject start positions (#6431)
Move editor selections relative to hitobject start positions
2019-10-11 19:35:11 +09:00
4e273fc628 Return correct allowed value for Perfect
Co-Authored-By: Salman Ahmed <slmanarendo1950@gmail.com>
2019-10-09 19:50:05 +09:00
9f2a648432 Add full asserts 2019-10-09 19:23:37 +09:00
ad6b8d3e04 Add result offset bounding to result itself, rather than just transforms 2019-10-09 19:08:55 +09:00
51bf600ea7 Use empty hitwindows instead of null 2019-10-09 19:08:31 +09:00
c1db11fa06 More removal of "drag" 2019-10-08 19:24:58 +09:00
08d043f447 Move selection relative to the hitobject start positions 2019-10-08 18:57:03 +09:00
6fce646369 Merge branch 'master' into placement-blueprint-movement 2019-10-04 19:05:56 +08:00
9eab56e2fc Merge branch 'master' into editor-beatmap-changed-event 2019-10-04 17:58:58 +08:00
aeb62825cd Move out requireMoreUpdateLoops for better consistency 2019-10-04 13:42:06 +08:00
ddef7fa3ba Repair behavioural change 2019-10-04 13:32:47 +08:00
652acac87f Move placement movement event to BlueprintContainer 2019-10-03 16:14:42 +09:00
b28689c774 Fix key counters appearing negative on intense beatmaps
When `FrameStabilityContainer` decides it needs multiple updates on the same frame, it ends up with an elapsed time of zero. This was interacting badly with the condition used in `RulesetInputManager` to govern playback direction.

I have changed this to use `Rate` as exposed by the frame stable clock.

- Closes #6198.
2019-10-03 15:01:54 +08:00
2c13043c42 Hook up the event to HitObjectComposer 2019-10-03 14:40:00 +09:00
897b3233af Add start time tracking to EditorBeatmap 2019-10-03 14:23:48 +09:00
ce609302ed Fix CI error 2019-10-01 15:41:09 +09:00
9f498d2990 Log the exception that caused to loading of rulesets to fail. 2019-09-29 19:25:44 +02:00
45f2bcc440 Fix combo bindings not being bound to nested hitobjects 2019-09-26 17:39:19 +09:00
706e884cc0 Update accent colour on combo index change 2019-09-26 17:13:13 +09:00
bbf0544a8d Add bindables for IHasComboInformation properties 2019-09-26 16:55:08 +09:00
7d5544460b Fix mania scrolling speed not including beatmap slider multipli… (#6236)
Fix mania scrolling speed not including beatmap slider multiplier

Co-authored-by: Dean Herbert <pe@ppy.sh>
2019-09-25 22:34:46 +09:00
244627ff10 Add comment + test for slider multiplier 2019-09-25 20:12:01 +09:00
9323df26a1 Decouple bar line hitobjects from generator
Introduce an IBarLine interface, which together with generic constraints
helps decouple BarLineGenerator from the actual hitobject types it
creates. Thanks to this, all rulesets that want bar lines can provide
an implementation of IBarLine that also derives from the base hitobject
class.

This allows DrawableBarLines in taiko and mania to be migrated back to
DrawableTaikoHitObject and DrawableManiaHitObject base classes
respectively. This in turn resolves #6215 without code duplication,
since the missing anchoring application is now done in mania's
DrawableBarLine through deriving from DrawableManiaHitObject.
2019-09-25 00:36:27 +02:00
4abe0473b9 Fix relative beat length not considering slider multiplier 2019-09-24 16:49:42 +09:00
af0c15a93c Fix initial hitobject states not being recomputed correctly 2019-09-24 16:48:39 +09:00
75cceb9e30 Fix LifetimeChanged being invoked before lifetime is set 2019-09-24 16:47:34 +09:00
c99b48f934 Bring up-to-date and use IApplicableFailOverride 2019-09-21 23:30:54 +09:00
4c4b71eeec Merge branch 'master' into master 2019-09-21 22:45:05 +09:00
ac8fe6045f Fixed typo
Changed CreateReourceStore() to CreateResourceStore()
2019-09-20 19:58:39 +03:00
0640b2eb35 Fix judgement sizes not matching legacy skins (#6145)
Fix judgement sizes not matching legacy skins
2019-09-19 18:49:35 +09:00
3abcd898a6 Add hit lighting (#6144)
Add hit lighting

Co-authored-by: Dan Balasescu <smoogipoo@smgi.me>
2019-09-19 18:49:22 +09:00
027d6194f2 Merge branch 'master' into add-hit-lighting 2019-09-19 18:07:29 +09:00
bc9941a990 Newline required when xmldocs are involved 2019-09-19 18:00:11 +09:00
65276cd235 Remove whitespace 2019-09-19 17:58:10 +09:00
db24cfbead Merge remote-tracking branch 'origin/master' into auto-restart-mod-perfect
# Conflicts:
#	osu.Game/Screens/Play/Player.cs
2019-09-19 17:57:04 +09:00
da15b900f7 Remove virtual member from ModBlockFail 2019-09-19 17:44:24 +09:00
e6c36a8bc7 Fix scaling mode being applied to judgements 2019-09-19 17:36:32 +09:00
2cd7c769e1 Merge remote-tracking branch 'upstream/master' into fix-judgement-size 2019-09-19 16:32:37 +09:00
762adb783a Fix duplicate invocation of updateState on load complete 2019-09-19 14:15:06 +09:00
2296ea75d7 Add reference to xmldoc
Co-Authored-By: Salman Ahmed <slmanarendo1950@gmail.com>
2019-09-19 02:03:30 +09:00
1150e9fdfb Bring other mods up-to-date 2019-09-19 01:45:42 +09:00
ff3a7c1d13 Merge remote-tracking branch 'upstream/master' into auto-restart-mod-perfect 2019-09-19 01:36:29 +09:00
5901a915e7 Always update drawable hitobject state on skin change 2019-09-18 20:19:57 +09:00
26eca5b1f4 Fix judgement sizes not matching skins stable 2019-09-18 02:56:03 +09:00
ba76f09c99 Add initial implementation of hit lighting
Requires a supporting skin, like osu!classic for now.
2019-09-18 02:49:54 +09:00
38d85e44be Merge branch 'master' into key-counter-fixes 2019-09-17 22:33:15 +09:00
624e5644a4 Change osu!catch key trigger to occur on frame before positional change 2019-09-13 23:06:35 +09:00