6e2131c164
Don't track local user score in any special way
2020-12-16 16:20:29 +09:00
09d0ceb766
Add testing setup to get a better visual idea of how scoreboard will work
...
fixup! Add method to ScoreProcessor to calculate score and accuracy from statistics
2020-12-16 16:20:29 +09:00
d009a0be51
Move class to final location
2020-12-16 16:20:29 +09:00
88b3bf06e8
Merge branch 'master' into add-bundle-header
2020-12-16 13:40:15 +09:00
ea6c196f81
Remove unused using statement
2020-12-15 16:03:18 +09:00
e37089af5e
Further code cleanup
2020-12-15 15:44:56 +09:00
8b68ccc0ff
Rename class and move inside HUD namespace
2020-12-15 15:34:11 +09:00
dd5572b20a
Remove unnecessary methods and event
2020-12-15 15:26:20 +09:00
8362ad37e3
Bring up-to-date with code changes
2020-12-15 15:22:14 +09:00
70e5d4495a
Merge branch 'master' into ingame-leaderboard-general-implementation
2020-12-15 15:14:56 +09:00
ae22f75406
Bind replay recording score to judgement changes
2020-12-14 17:33:33 +09:00
1793385e96
Pass a score to the replay recorder to allow reading more general scoring data
2020-12-14 16:52:14 +09:00
0d7f53b0b9
Fix gameplay loading too fast the first time entering a beatmap
2020-12-14 14:21:21 +09:00
d457926523
Merge branch 'master' into fix-player-load-stuck-at-empty-screen
2020-12-11 20:49:27 +01:00
2dd5911256
Rename method to better match purpose
2020-12-11 14:44:01 +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
a147b7186d
Remove unnecessary call to updateVisibility
2020-12-01 14:01:34 +09:00
63ff722963
Fix code formatting
2020-12-01 14:00:54 +09:00
e102f2e8fa
Moved enum to bottom, change defualt bind to Shift-Tab, Fixed Notification
2020-11-30 21:38:16 -05:00
9145557522
Revert "Revert "forgot to remove something... sorry""
...
This reverts commit 6478bed431
.
2020-11-29 23:15:12 -05:00
6478bed431
Revert "forgot to remove something... sorry"
...
This reverts commit a780a8bbd8
.
2020-11-29 23:14:43 -05:00
a780a8bbd8
forgot to remove something... sorry
2020-11-29 21:52:58 -05:00
3994cf082d
add keybind for in game overlay
2020-11-29 20:59:02 -05:00
3346c06aca
Rename variable/text to be more verbose as to toggle purpose
2020-11-26 20:04:44 +09:00
1d82557d9f
Avoid blocking global actions when skip overlay is not actually active
2020-11-24 15:42:14 +09:00
72b8eef36e
Add ability to pause/resume replay playback
2020-11-24 15:41:56 +09:00
2db42f8e67
Remove default allowRetry parameter value from ResultsScreen
2020-11-20 14:35:44 +09:00
b344a13734
Add support for previewing tracks on spectator screen
2020-11-14 17:08:27 +01:00
d55eae55ad
Merge branch 'master' into fix-combo-break-rewind-replay
2020-11-13 21:46:32 +01:00
405407ff9e
Merge branch 'master' into fix-combo-break-sounds
2020-11-13 21:07:34 +01:00
4b5743d993
Fix combo break sound not playing after rewind
2020-11-13 13:38:14 +09:00
43626573df
Fix combo break sounds playing when seeking
2020-11-13 13:36:19 +09:00
6f7a1dd57d
Merge branch 'master' into hitobject-pooling-base
2020-11-11 17:09:18 +09:00
11cf04eed1
Fix frames potentially getting added to spectator replay in wrong format
...
The way spectator currently works, the `Spectator` screen is responsible
for adding new frames to the replay, even when it has a child
(`SpectatorPlayer`) present.
There was a possibility that a new play had already started, and on
returning to the Spectator screen (to initialise the new play) there
would be a brief period where the Player instance is still reading from
the replay, the `userBeganPlaying` call had not yet finished
initialising the new target replay, and `userSentFrames` is run
(asynchronously), writing frames to the previous replay using the
incorrect ruleset instance).
To make this work, it doesn't `Schedule` frame addition to the replay
(making things a bit unsafe). Changing this itself isn't such a simple
one to do, so I instead opted to fix this via locking.
Closes https://github.com/ppy/osu/issues/10777 .
2020-11-11 13:39:43 +09:00
66213f2ed0
Add pooling support to DrawableRuleset + Playfield
2020-11-10 23:56:32 +09:00
07166ec819
Fix a couple of remaining unnecessary casts
2020-11-06 13:29:47 +09:00
1b2bd6a8c9
Remove redundant base call
2020-11-03 20:10:13 +09:00
3e29e468ea
Ensure "start watching" button starts in a disabled state
2020-11-03 20:06:42 +09:00
414f65c1ef
Merge branch 'master' into spectator-listing
2020-11-02 15:48:21 +09:00
04178e9458
Merge branch 'master' into spectator-replay-watcher
2020-11-02 14:54:51 +09:00
1b53e6c782
Merge branch 'master' into sample-lookup-improvements
2020-11-02 13:04:35 +09:00
716458344f
Ensure spectator player is unsubscribed to prevent leak
2020-11-01 16:13:19 +01:00
b7696c85ad
Add more xmldocs
2020-11-01 15:23:03 +01:00
a088151e58
Merge branch 'spectator-replay-watcher' into spectator-listing
2020-10-31 16:22:10 +09:00
79aecc9a98
Merge branch 'master' into spectator-replay-watcher
2020-10-30 16:31:24 +09:00