4a7b011a53
Propagate samples to strong nested hits too
...
The rationale is the same as in
6d325651dc
. Due to the recursive nature of
`GameplaySampleTriggerSource.GetMostValidObject()`, in the case of
nested hits, drum rolls and drum roll ticks, the nested strong hits
would become the most valid object, and so without propagating
the samples down to that level too, nothing would play.
2023-05-21 18:58:05 +02:00
11e1b22bf5
Move MaximumJudgementOffset to HitObject
...
We want to access this property for computing lifetime
2023-01-19 21:23:55 +09:00
f8830c6850
Automated #nullable processing
2022-06-17 16:37:17 +09:00
5af1ac1b53
Rename TaikoStrong{-> able}HitObject
2020-12-14 21:46:02 +01:00
61c488cd5e
Create HO-specific nested hit types
2020-12-13 13:08:32 +01:00
f74567e8eb
Introduce base class for hitobjects that can be strong
2020-12-13 12:36:39 +01:00
51bf600ea7
Use empty hitwindows instead of null
2019-10-09 19:08:31 +09:00
f925e781a9
Refactor HitWindows for legibility
2019-09-06 15:24:14 +09:00
f3656475de
Return null hitwindows for non-time-based objects
2019-09-02 16:10:30 +09:00
8617aaa2a7
Update licence header (and remove year)
2019-01-24 17:43:03 +09:00
3a7488767c
Make HitObject not store the judgement
2018-08-06 11:50:18 +09:00
fa3c919e2e
Fix up taiko judgement creation
2018-08-03 16:11:38 +09:00
0da6c8c1a7
Remove unnecessary local variables
2018-08-02 22:20:07 +09:00
1b7b6f341c
Migrate Rulesets.Taiko to the new judgement system
2018-08-02 16:09:04 +09:00
32a74f95a5
Normalize all the line endings
2018-04-13 18:26:38 +09:00
37d393bca0
Update licence headers
2018-01-05 20:21:19 +09:00
fbd26a1d5e
Mode -> Ruleset.
2017-04-18 16:05:58 +09:00