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