Commit Graph

1013 Commits

Author SHA1 Message Date
5229cf7343 Add failing test cases for drum roll/swell sample playback 2023-05-21 18:57:01 +02:00
8c542c6c51 Fix hold-for-right-click showing during gameplay 2023-05-13 21:32:30 +09:00
1b7dd32eb1 Apply nullability in related classes and remove unused variable 2023-05-08 17:09:08 +09:00
ebe1d852f5 remove other usages of hitobject SampleControlPoint 2023-04-25 16:01:43 +02:00
c0a25144cf Apply changes to custom ShaderManager 2023-04-18 11:31:56 +09:00
ed565b1e59 Fix SampleStore isn't being disposed 2023-04-06 11:40:04 +03:00
e5d57a65c9 Fix incorrect indent 2023-04-05 19:47:25 +02:00
432f698697 Merge branch 'master' into gameplay/key-counter-abstraction 2023-04-05 19:45:14 +02:00
7011928d86 Fix abysmal debug performance due to try-catch logic in DrawableRulesetDependencies 2023-04-03 18:04:33 +09:00
b0c09df259 Merge branch 'master' into gameplay/key-counter-abstraction 2023-04-03 15:33:35 +09:00
0d77ec013a Fix ruleset-local shader manager not correctly falling back to existing cached shaders 2023-03-28 15:00:49 +09:00
c742b3f0a8 Update DrawableRulesetDependencies xmldoc to read more correctly 2023-03-28 14:15:19 +09:00
5f9b13a775 Rename Add/AddRange methods as they are no longer conflicting with Container 2023-03-15 18:02:41 +09:00
e327993d11 Merge pull request #22527 from Terochi/replay-length-extension
Replay recording extension until results screen transition
2023-03-11 15:41:32 +09:00
44297a7d0a refactor: make KCD a CompositeDrawable 2023-03-08 00:47:16 +00:00
28520414aa Move KeyCounter components to HUD namespace 2023-03-07 16:41:39 +09:00
8f6df5ea0f Merge branch 'master' into gameplay/key-counter-abstraction 2023-03-07 16:09:45 +09:00
d679703fa2 Merge pull request #22659 from peppy/fix-taiko-drum-nested-sample-detection
Fix `GameplaySampleTriggerSource` not considering nested objects when determining the best sample to play
2023-02-22 18:56:59 +01:00
1beec71037 refactor(KeyCounterDisplay): apply suggestions
I also took the freedom to add type checking, as we can't limit the
usage of `Add()` since it's a Container. The exception thrown also
advises of using the suggested `AddTrigger()` instead.
2023-02-22 14:58:27 +00:00
a8c692a215 Merge pull request #22635 from peppy/use-overlays-container-more
Use `Overlays` container rather than `KeyBindingInputManager` for flashlight
2023-02-22 18:30:21 +09:00
ab97b02235 Remove contradictory remark from xmldoc 2023-02-21 21:05:46 +01:00
1acc536248 Move DrawableRuleset.Audio to a less generic level 2023-02-21 19:03:52 +09:00
5ba6059911 Merge branch 'master' into fix-taiko-drum-nested-sample-detection 2023-02-21 13:58:15 +09:00
3183f5cee2 Merge branch 'master' into revert-result-in-playfield 2023-02-19 16:33:10 +01:00
19d5293ad1 Change early return to also find the earliest nested object 2023-02-17 18:59:31 +09:00
3ee046000e Merge branch 'master' into revert-result-in-playfield 2023-02-16 21:54:29 +01:00
b8084a15eb Revert ResumeOverlay setter accessibility change 2023-02-16 21:26:01 +01:00
affa9507a1 Fix GameplaySampleTriggerSource not considering nested objects when determining the best sample to play 2023-02-16 18:21:33 +09:00
ce9ef3bc3c Always create ResumeOverlay, with UseResumeOverlay flag only affecting whether it is displayed or not 2023-02-16 15:47:20 +09:00
7afdcb9383 Merge branch 'master' into hide-resume-overlay 2023-02-16 15:42:14 +09:00
076eb81b21 refactor: rename trigger classes
Makes it better to understand their purpose
2023-02-15 21:46:13 +00:00
157bba7830 refactor: rename Trigger class to InputTrigger 2023-02-15 21:41:36 +00:00
da8ab7143b Merge branch 'master' into maximum-judgement-offset-in-hit-object 2023-02-15 14:48:15 +09:00
5ec5222d8a Expose and consume OsuInputManager explicitly 2023-02-14 17:36:07 +09:00
970388d4e2 Move Overlays container to accept input and be frame-stable 2023-02-14 17:35:12 +09:00
7aaaf7fca2 Combine and attempt to simplify the score import / preparation process further 2023-02-14 16:55:35 +09:00
63f3498762 Restructure UseResumeOverlay to correctly handle a value change before BDL load 2023-02-14 15:11:33 +09:00
e4b84ebd0b Add UseResumeOverlay and use it for hiding the ResumeOverlay 2023-02-13 23:51:39 +01:00
74a58fb674 refactor: separate things in KeyCounter
To implement different different sources of input for KeyCounter, it
is now possible to create a Trigger class (to inherit) instead of
inheriting KeyCounter. This eases the creation of more input sources
(like for tests) while allowing to implement different UI variants.

That way, if another variant of the key counter needs to implemented
(for whathever reason), this can be done by only inheriting KeyCounter
and changing how things are arranged visually.
2023-02-13 01:24:27 +00:00
258de3b2d8 Store RawTime in JudgementResult 2023-02-09 17:15:37 +09:00
5f0636c330 Merge branch 'maximum-judgement-offset-in-hit-object' into revert-result-in-playfield 2023-02-09 16:47:58 +09:00
c5e1f54185 Fix sample store creation mutating shared resource store 2023-01-30 20:48:52 +01:00
27578c48f5 Remove JudgementResultEntry
It is not needed anymore as TimeAbsolute is stored raw.
2023-01-27 19:35:44 +09:00
e1702a8ee9 Fix inspection issue 2023-01-24 15:43:57 +09:00
efef97d5be Store Result.TimeAbsolute separately from offset
Calculating from TimeOffset is bad because it loses precision.
The result time won't change anymore
even If `HitObject.GetEndTime()` changes later.
2023-01-24 15:35:06 +09:00
cc87923179 Fix OnRevertResult timing 2023-01-24 14:19:24 +09:00
8b47af6503 Remove HidesResumeOverlay and set ResumeOverlay to null in OsuModAutopilot 2023-01-24 00:49:09 +01:00
75a1a2ec2f Hide ResumeOverlay when OsuModAutopilot is enabled 2023-01-22 03:44:59 +01:00
d8f9b7d02f Use MaximumJudgementOffset for lifetime 2023-01-19 21:25:21 +09:00
812a4b412a Move judgement result revert logic to Playfield
Previously, some judgement results were not reverted
when the source DHO is not alive (e.g. frames skipped in editor).
Now, all results are reverted in the exact reverse order.
2023-01-19 19:57:13 +09:00