Commit Graph

34950 Commits

Author SHA1 Message Date
b81dbfc192 Move shared implementation to a named function 2020-12-14 13:56:46 +09:00
5b5e883904 Remove EffectiveXBindable (setting Value was not handled)
And use orthogonal `OriginalXBindable` and `XOffsetBindable`.
2020-12-14 13:39:07 +09:00
0ad256a762 Fix comment 2020-12-14 13:18:32 +09:00
d96399ea42 Revert "Remove X setter from CatchHitObject"
This reverts commit 7cbbd74d
2020-12-14 13:18:14 +09:00
7cbbd74df2 Remove X setter from CatchHitObject 2020-12-14 11:38:07 +09:00
f621d977fc Add some more doc comment 2020-12-14 11:32:34 +09:00
36529bdd1b Use OriginalX for CatchHitObject.X instead of EffectiveX
And explicitly implement IHasXPosition interface to prevent use of the X property.
It should be preferred for beatmap conversion purpose.
2020-12-14 11:26:05 +09:00
089f3bebf5 Add doc comments to catch hit object X properties 2020-12-14 11:15:49 +09:00
cd2db59900 XBindable -> EffectiveXBindable in catch DHO 2020-12-14 11:05:26 +09:00
96f3e0dad8 Replace CatchHitObject.X usage to EffectiveX and OriginalX 2020-12-14 11:03:14 +09:00
c1f3f1c231 Obsolete X getter 2020-12-14 11:03:10 +09:00
8da502da44 Separate asymmetric CatchHitObject.X to EffectiveX and OriginalX 2020-12-14 11:03:03 +09:00
94d737e51b Merge pull request #11159 from bdach/taiko-hits-test-cleanup
Refactor and restore taiko hits test scene to a working state
2020-12-13 16:58:40 +09:00
3a3b32186e Make height test steps work better 2020-12-13 00:30:41 +01:00
43c0e2191d Apply local fix for strong/colour not being applied correctly 2020-12-13 00:30:41 +01:00
76193e2217 Fix miss step not working 2020-12-13 00:30:41 +01:00
34e7a36b38 Fix kiai hit steps not working correctly 2020-12-13 00:30:41 +01:00
8292c746ea Leverage hitobject model for strong hit instead of creating own 2020-12-13 00:30:41 +01:00
bf2594baa9 Merge pull request #11150 from peppy/update-framework
Update framework
2020-12-12 21:35:53 +09:00
51840121b9 Merge branch 'master' into update-framework 2020-12-12 13:02:34 +01:00
f20c5a2bda Update framework (again) 2020-12-12 15:29:26 +09:00
df198d9006 Merge pull request #11137 from peppy/fix-player-load-stuck-at-empty-screen 2020-12-11 21:22:12 +01:00
d457926523 Merge branch 'master' into fix-player-load-stuck-at-empty-screen 2020-12-11 20:49:27 +01:00
3ffa03a2c5 Merge pull request #11139 from peppy/fix-single-threaded-seeking 2020-12-11 20:46:54 +01:00
01833e8c9b Merge branch 'master' into fix-single-threaded-seeking 2020-12-11 20:14:28 +01:00
31ae79a140 Merge pull request #11149 from peppy/add-cache-suffix-online-db
Add a simple cache-busting query string to online.db retrieval
2020-12-11 20:20:52 +09:00
b5f6baf341 Update framework 2020-12-11 18:03:48 +09:00
bd66a3f8c7 Merge pull request #11131 from ekrctb/caught-object-pooling 2020-12-11 18:03:21 +09:00
a35060ea7a Add a simple cache-busting query string to online.db retrieval
As we are finally pushing updates for this database, this adds a minimum
level of guarantee that a client will request a new version (without
having to worry about multiple levels of server-side caching).
2020-12-11 17:56:02 +09:00
c0d20d8ce4 Add some spacing to interface class 2020-12-11 16:43:00 +09:00
2dd5911256 Rename method to better match purpose 2020-12-11 14:44:01 +09:00
2634c6b8d9 Combine DisplayRadius and Scale to DisplaySize 2020-12-10 20:43:01 +09:00
e097b6e61c Add ScalingContainer back
Don't want to set DHO.Scale or DHO.Rotation because because DHO may be transformed by mods.
DHO.Size is also assigned for drawable visualizer
2020-12-10 19:42:01 +09:00
01bd765384 Simplify pause handling by moving transform logic to bindable change event 2020-12-10 17:42:47 +09:00
679a550d83 Fix single threaded seeking not working due to unnecessary seek call 2020-12-10 17:42:28 +09:00
437c0506ce Refactor to allow for special disposal handling to still work 2020-12-10 16:56:56 +09:00
67dd7be71a Move cancelLoad call to OnResuming
This has no real effect; it just feels more readable to me.
2020-12-10 16:34:59 +09:00
491ab74059 Schedule pushWhenLoaded once ever
Previously it was being scheduled another time each OnResume, resulting
in more and more calls as a user retries the same beatmap multiple
times.

To simplify things I've decided to just schedule once ever. This means
that on resuming there's no 400ms delay any more, but in testing this
isn't really an issue (load time is still high enough that it will never
really be below that anyway). Even if gameplay was to load faster, the
animation should gracefully proceed.
2020-12-10 16:33:30 +09:00
cc996ec7fc Ensure player is consumed at the point of scheduled push running the first time 2020-12-10 16:32:14 +09:00
231c3414d7 Merge pull request #11129 from smoogipoo/stanr-so-dynamic-pp
Port StanR's dynamic SO pp changes
2020-12-09 12:23:20 +09:00
a8e2f35b62 Remove unneeded check of caught object removal
The logic was public but now it is private
so the condition is ensured by the caller
2020-12-09 10:50:35 +09:00
775c4bad97 Remove unneeded lifetime assignment 2020-12-09 10:47:04 +09:00
da2f3d4473 Move classes to separate files 2020-12-09 10:40:42 +09:00
b52e279702 Reword exception message 2020-12-09 10:38:11 +09:00
86445e7c23 Remove unnecessary copy 2020-12-09 10:36:54 +09:00
c8b0934573 Rename caughtFruitContainer -> caughtObjectContainer 2020-12-09 10:35:36 +09:00
ccca7e0b25 more specific type droppedObjectContainer 2020-12-09 10:35:01 +09:00
df9de7a8dd Remove null check that is not required anymore 2020-12-09 10:28:42 +09:00
b80204642e Revert rename error 2020-12-09 10:25:35 +09:00
1212ffd24f Rename to CopyStateFrom, and add comment 2020-12-08 23:35:24 +09:00