Commit Graph

37105 Commits

Author SHA1 Message Date
847d2d8deb Merge branch 'master' into fix-transform-mutation-from-disposal-thread 2021-01-05 19:52:10 +01:00
4b539b01c1 Match code between updateSelectedBeatmap/Ruleset 2021-01-05 20:38:58 +09:00
83dbba3cbf Fix carousel beatmap set panels applying transforms to difficulties while they are loading 2021-01-05 18:41:45 +09:00
d0d2e41b28 Fix display settings binding to configuration bindables in async load 2021-01-05 18:19:28 +09:00
0639429a23 Fix test (and remove no longer valid test) 2021-01-05 18:10:39 +09:00
3b98782964 Merge pull request #11420 from kyekiller/master
Fix to toolbar tooltips
2021-01-05 17:43:32 +09:00
0b1ee2e267 Remove unused dispose logic 2021-01-05 17:42:19 +09:00
54982dcdd7 Refactor LoadingLayer to avoid applying effects to external drawables
In theory this seemed like a good idea (and an optimisation in some
cases, due to lower fill rate), but in practice this leads to weird edge
cases.

This aims to do away with the operations on external drawables by
applying a dim to the area behind the `LoadingLayer` when required.
I went over each usage and ensured they look as good or better than
previously.

The specific bad usage here was the restoration of the colour on dispose
(if the `LoadingLayer` was disposed in a still-visible state).

I'm aware that the `BeatmapListingOverlay` will now dim completely during
load. I think this is fine for the time being.
2021-01-05 17:31:45 +09:00
5d8c153c1e Move schedule logic to buttons rather than section
It turns out there's some quite convoluted scheduling / order of
execution requirements of ModSelectOverlay and ModSection. Applying
scheduling causes a runaway condition ending in zero frames after many
mod button changes.

I wanted to avoid rewriting the whole component, so have just moved the
schedule to guard against the part where drawables are actually changed.
2021-01-05 16:41:05 +09:00
4d6c13f169 Privatise ModSelectOverlay methods that may be unsafe to be called externally 2021-01-05 16:18:13 +09:00
9bac791a57 Fix deselection of autoplay mod failing 2021-01-05 16:17:58 +09:00
57a8cd7461 Schedule deselection operations for safety 2021-01-05 16:17:58 +09:00
5904e426eb Remove unused variable 2021-01-05 16:00:25 +09:00
60fc60fa00 Merge pull request #11415 from frenzibyte/fix-ready-button-crash
Fix multiplayer ready button crashing when deleting selected beatmap set
2021-01-05 15:58:09 +09:00
b3f08b29ca Ensure that all changes to screen backgrounds are on the correct thread 2021-01-05 15:22:50 +09:00
a3e4e2f6c3 Switch ResultsScreen and SongSelect inheritance and remove local implementation 2021-01-05 15:22:50 +09:00
962c95dc01 Fix ModSelection making unsafe advances of ModSection 2021-01-05 15:19:37 +09:00
ed6ffe2ef1 Remove hacky code 2021-01-05 14:54:59 +09:00
31a6e9b860 Remove unused using 2021-01-05 14:24:49 +09:00
afab35a31a Fix missing copy implementation in LegacySampleControlPiont 2021-01-05 13:41:31 +09:00
6b8e1913ee Fix dependency not always available due to nested LoadComponentAsync call 2021-01-05 13:27:45 +09:00
385c9cd2e2 Add test coverage 2021-01-05 13:14:16 +09:00
caa88c6100 Use CreateCopy instead of Clone interface
I was going for conformity by using the IClonable interface, but it
doesn't look like we use it anywhere else in the project.
2021-01-05 13:13:52 +09:00
81355652fa Add simple test coverage 2021-01-05 06:00:15 +03:00
77e660e426 Should pass all checks again now. 2021-01-04 22:11:52 +00:00
1234d0fa04 Applied all tooltips to the right 2021-01-04 22:01:12 +00:00
254698d9a2 Merge branch 'master' into master 2021-01-04 21:07:12 +00:00
0e42d415c1 Hit another oopie 2021-01-04 21:05:28 +00:00
3468df840b Moved tooltip to the left to stop the overflow 2021-01-04 21:04:30 +00:00
73f5e5aaf9 Moved "ToolbarSocialButton" back 2021-01-04 21:03:51 +00:00
a86a7b08df Merge pull request #11418 from peppy/fix-storyboard-skip-starttime-regression 2021-01-04 20:08:59 +01:00
2e2b3ab5d4 Should remove codeFactor error 2021-01-04 17:26:42 +00:00
2d1b52be0d Moved "ToolbarSocialButton"
This will remove it from coming off the screen.
2021-01-04 17:21:31 +00:00
deb1ad7bca Merge branch 'master' into disable-repeat-multi-actions 2021-01-04 23:38:29 +09:00
3b08faa0ea Fix RemoveBlockingOverlay causing transform mutation from disposal threads 2021-01-04 17:49:11 +09:00
b7dd54847f Move resolved usage of WorkingBeatmap in editor components as local as possible to avoid misuse 2021-01-04 16:56:37 +09:00
7fdf876b4c Fix editor timing screen mutating the WorkingBeatmap instead of EditorBeatmap 2021-01-04 16:38:15 +09:00
b4a779108e Ensure working beatmap is reloaded on exiting the editor 2021-01-04 16:37:49 +09:00
ba4e411422 Clone and copy ControlPointInfo when retrieving a playable beatmap 2021-01-04 16:37:07 +09:00
485a57776b Fix hasBeatmap potentially checking on outdated DeletePending value 2021-01-04 10:28:41 +03:00
ea38b00b29 Schedule all calls to updateBeatmapState() 2021-01-04 10:27:08 +03:00
9e0c490141 Remove unused using 2021-01-04 15:40:22 +09:00
20d04d6933 Fix Storyboard's FirstEventTime not finding the true earliest event 2021-01-04 15:16:01 +09:00
cb7df0fe11 Add failing test for storyboard start time ordering 2021-01-04 15:15:23 +09:00
445a4bd01c Re-query beatmap info on database changes 2021-01-04 09:00:16 +03:00
ca5f2bcd4c Revert database-side changes 2021-01-04 08:50:30 +03:00
1463ff2886 Remove unnecessary using directive 2021-01-04 08:12:31 +03:00
738c94d193 Update soft-deletion logic to use model store's consumable items instead 2021-01-04 07:47:08 +03:00
df04dd21de Add failing test case 2021-01-04 07:45:29 +03:00
839f5a7570 Ensure clients don't blow up when given user isn't in room 2021-01-03 18:36:37 +03:00