Commit Graph

518 Commits

Author SHA1 Message Date
ccb69d16d9 move HitResult in Scoring namespace to replace HitCount 2017-12-30 21:23:18 +01:00
a0966305d4 Remove unnecessary new event 2017-12-30 14:46:44 +09:00
f547c7986d created option to override values before UpdateState is called 2017-12-29 17:50:55 +01:00
27cb445c24 Always recrusively apply custom sequence to nested hitobjects 2017-12-29 17:48:05 +09:00
dbcf87267d Merge branch 'master' into standard-hd-support 2017-12-27 21:26:39 +01:00
4c2554595e implement hidden (mostly)
some things work and others don't, I dunno
2017-12-26 17:25:18 +01:00
9690591593 Make taiko use namespaced hitsounds
This is a temporary solution for now that uses DrawableHitObject.SampleNamespace for the override. We will not want to do this going forward, and instead have the rulesets add their custom resource stores to the games', but that requires deciding where/when to apply/remove such resource stores, and is probably left to skinning.
2017-12-26 19:55:56 +09:00
14162b5d46 Make InputDrum handle all Normals/Claps, hitobjects all others 2017-12-26 14:18:23 +09:00
0fb620a8d3 Make HitObject.Samples non-nullable 2017-12-25 16:41:18 +09:00
d288d8a51f Remove SampleInfoList 2017-12-25 15:40:01 +09:00
68d76d4380 Fix taiko strong hits not being handled 2017-12-23 20:58:09 +09:00
aeafa5645a Make Samples null by default and prepopulate in mania 2017-12-23 18:06:46 +09:00
2db68df999 Simplify DrawableHitObject's sample load code 2017-12-23 17:20:14 +09:00
5026c7a95e SoundControlPoint -> SampleControlPoint 2017-12-23 16:34:34 +09:00
ff0927e71b Remove unnecessary newline 2017-12-23 16:23:33 +09:00
46865bbacd Merge remote-tracking branch 'upstream/master' into taiko-hitsounds-fix
# Conflicts:
#	osu.Game/Audio/SampleInfo.cs
2017-12-23 14:50:35 +09:00
6a29f6020a Make HitObjects construct nested hit objects 2017-12-22 21:42:54 +09:00
cb7e192aff Determine SampleInfo defaults in DrawableHitObject 2017-12-21 16:02:33 +09:00
c99ea32574 Merge branch 'master' into beatmap-serialization 2017-12-21 13:39:39 +09:00
a303bf71cf Give control over screen space conversion to DrawableHitObject 2017-12-11 22:19:02 +09:00
b28306d3c0 Fix incorrect SelectionPoint 2017-12-11 18:08:16 +09:00
4573cc3322 Refactor into a new DragBox class, representing a single drag 2017-12-11 17:45:03 +09:00
9e3d439f0a Merge branch 'master' of https://github.com/ppy/osu into taiko-hitsounds-fix 2017-12-08 08:30:02 +01:00
f41af191ed Merge remote-tracking branch 'origin/master' into editor-selection-tool 2017-12-08 15:13:18 +09:00
43c270ea49 Rolled back the bad earlier implementation 2017-12-07 21:18:51 +01:00
e573db04d4 Don't serialize HitObject.Kiai 2017-12-07 14:42:36 +09:00
41b607c165 Dont serialize hitobject sample properties copied from the control point 2017-12-07 03:40:43 +09:00
db50ad794e CI adjustments
- removing unnecessary `using`s
- name Fields/Methods according to rules
- removing unnecessary initializations
2017-12-01 17:58:11 +01:00
806c0e3b26 restructured OsuLegacyDecoder into LegacyDecoder
Beatmap works, Storyboard not...
2017-12-01 17:43:33 +01:00
cf859a6cf2 Make the dragger attach to objects it surrounds
Plus a lot more implementation.
2017-12-02 00:26:02 +09:00
bc3f11fdb8 Added PlaysSamples property to prevent certain DrawableHitObjects from playing their samples on hit. Also added this to TaikoObjects so their hitsounds won't be played (will be done by the TaikoRulesetContainer) 2017-11-29 06:24:13 +01:00
2610cadd3c CI fixes 2017-11-21 12:11:29 +09:00
4f6263ef86 Make many internal classes and methods public
This is important when using dynamic compiling to rapidly iterate. Until we actually split projects out into pieces (like the abstract ruleset project we have talked about) there is no advantage to using internal in the osu! game code.
2017-11-21 12:06:16 +09:00
ae8407a3f3 Fix nested hitobject judgements not being removed 2017-11-13 14:00:35 +09:00
66ee9d1631 Update in-line with framework changes 2017-11-09 17:04:04 +09:00
348083f589 Update with framework state transformation
Removes explicit initial state setting in DrawableOsuHitObjects.
2017-11-09 14:05:05 +09:00
0620d0bd7a AllJudged does not need to be virtual anymore 2017-11-02 21:56:09 +09:00
326891f51c Add "Final" to better determine when to stop processing the hitobject 2017-11-02 21:54:28 +09:00
fe00ac7e41 Make DrawableHitObject/ScoreProcessor support rewinding 2017-11-02 21:21:07 +09:00
bb6b656ec6 Fix code review issues 2017-10-12 22:27:22 +09:00
1a88ffe862 Merge remote-tracking branch 'upstream/master' into catch-improvements 2017-10-11 19:10:18 +09:00
03fbf47bc2 Add juicy streams 2017-10-10 20:22:42 +09:00
d5892cf54e Add a bool to specify whether judgements should be visible for certain DrawableHitObjects 2017-10-09 20:17:05 +09:00
b78c516b74 Merge branch 'master' into scoring-revamp 2017-09-13 20:47:14 +09:00
093d82ac45 Set depths from playfield add methods instead of DrawableHitObject 2017-09-13 16:17:01 +09:00
d83a2d4dc6 Disable masking optimisations for scrolling hit objects
Lifetime is very tightly controlled here, so all should be okay.
2017-09-13 15:57:40 +09:00
d5bd005c01 Remove unused code for now
I don't think we'll ever be using this anyway.
2017-09-12 18:52:15 +09:00
92b3e203e8 judgementOccurred should be passed upwards
So only one hit object is ever judged in a single frame.
2017-09-12 18:50:30 +09:00
a38e0062a4 Fix checking judgements even if we don't provide a judgement, if we have a result, or if a nested hit object handled a judgement. 2017-09-12 18:49:50 +09:00
f32d444d68 Remove generics from Playfield (fixes catch) 2017-09-12 18:19:28 +09:00