3a5912e35e
Add new checks to verifiers
2021-07-13 10:53:25 +02:00
6da2a3d51f
Add zero-length objects check and tests
2021-07-13 10:50:11 +02:00
663ffae42f
Fix hit object selection blueprint potential null reference
2021-07-08 14:19:00 +09:00
9f9e96ce9e
Add check for spanDuration
<= 0 prior to division
2021-06-27 15:40:09 +02:00
a4a5325b73
Improve acceptable difference for repeat edges
...
Likelihood that `spanDuration` is greater than E+7 is quite low in any realistic case, so this should work fine.
2021-06-27 15:39:31 +02:00
4cfa0ae5ec
Improve precision for repeat edges
2021-06-27 03:26:35 +02:00
2cd7eda3c4
Add "or equal to" to volume threshold xmldocs
2021-06-27 02:30:12 +02:00
0c0fd291d9
Order hitobjects by endtime
2021-06-27 01:25:03 +02:00
4796b1b208
Use local variables for hasHitsound
& couldHaveHitsound
2021-06-27 00:04:30 +02:00
5bc08ebadb
Rename hasHitsounds
-> mapHasHitsounds
2021-06-26 23:49:25 +02:00
d29e6f4695
Add negligible template to PossibleTemplates
2021-06-26 23:49:06 +02:00
1913084342
Use HitSampleInfo.AllAdditions
instead of new list
2021-06-26 23:48:28 +02:00
f78cc9397e
Factor out edge type logic
2021-06-26 20:45:31 +02:00
51147405c5
Make || and && priority explicit
2021-06-26 20:44:39 +02:00
4b436b774d
Add few hitsounds check
2021-06-26 19:20:46 +02:00
d8117fa730
Add muted objects check
2021-06-26 19:20:34 +02:00
9dcd0bf311
Remove IPlayfieldProvider
by caching Playfield
2021-06-17 10:15:24 +09:00
ef96ceb4ab
Introduce IPlayfieldProvider
2021-06-15 14:43:04 +09:00
8a76d97b63
Remove replay logic from DrawableRuleset
(and implement in DrawableEditorRulesetWrapper
)
2021-06-02 11:06:30 +09:00
bbfd7ea23f
Ensure RegenerateAutoplay
is only run once per frame
2021-05-23 21:20:08 +09:00
6c4709e7b4
Fix PlacementBlueprint
using the wrong beatmap when applying defaults
...
Closes #12855 .
2021-05-19 18:34:07 +09:00
a96603f025
Merge pull request #12782 from smoogipoo/rework-hitobject-blueprints
...
Rename hitobject blueprints and tie them to HitObjects
2021-05-18 16:30:58 +09:00
882d54a8f8
Remove now unnecessary Apply() method
2021-05-18 14:26:26 +09:00
e621cfc4ea
Add Apply() method for applying new DHOs
2021-05-18 14:14:10 +09:00
f1f3606fd0
Fix unresolved xmldocs
2021-05-18 13:11:58 +09:00
9d423245d8
Fix up xmldocs
...
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com >
2021-05-18 13:02:23 +09:00
fcb226bd20
Add local variable for regular access to HitObjects
2021-05-14 16:23:45 +09:00
a447f20095
Fix formatting of #nullable enable
2021-05-14 03:38:35 +02:00
90e0b3374e
Add #nullable enable
...
Co-authored-by: Dean Herbert <pe@ppy.sh >
2021-05-14 03:34:50 +02:00
ffb6135a1b
Rework hitobject blueprints to take in hitobject models
2021-05-13 19:53:32 +09:00
19800f5f7f
Move IBeatmap
arg into context
2021-05-13 11:24:22 +02:00
b37cb3bdbe
Change interpreted difficulty from bindable to regular value
...
There's no reason for why checks would need this to be bindable. A 1-directional binding is more appropriate.
2021-05-13 09:00:30 +02:00
b7bc42e0d3
Rename "playableBeatmap" check arg to "beatmap"
...
The working beatmap is now in the context, so it's easier to distinguish beatmap type, hence no need for this prefix.
2021-05-12 02:34:16 +02:00
64d96b06a6
Add interpreted difficulty info to BeatmapVerifierContext
...
Enables checks to make use of the difficulty level as shown in the settings UI.
2021-05-12 02:30:21 +02:00
c13b93e6f1
Replace IWorkingBeatmap
arg with BeatmapVerifierContext
in checks
...
This simplifies passing of contextual information by enabling addition without needing to refactor lots of classes.
See next commit for example.
2021-05-12 02:29:18 +02:00
75adec57eb
Remove negligible default hidden TODO
2021-05-12 01:31:16 +02:00
b145f46a0a
Merge branch 'master' into skin-components-list
2021-04-30 21:10:55 +03:00
e6eea73b8b
Merge branch 'master' into basic-compose-checks
2021-04-30 23:41:46 +09:00
a1e64f4e3c
Use the existing toolbox design
2021-04-30 14:41:06 +09:00
9c62c90cfc
Refactor SelectionBlueprint
and MoveSelectionEvent
to work in screen-space coordinates
...
Until now, the implementation of the overrides in `SelectionBlueprint`
have been confusing to the point where I would just implement by
trial-and-error (or copying from an existing implementation). This was
due to a combination of using "object" space coordinates
(ie. the thing the `Blueprint` is operating on) and screen-space coordinates.
This change switches all event related coordinates to screen-space,
which is how we already handle rotation/scale operations. With the
introduction of other editor types where the related objects are
drawables, this also makes a lot more sense.
2021-04-29 16:10:42 +09:00
f3c7694eeb
Rename methods to match generally how these find-methods are named elsewhere
2021-04-28 16:57:52 +09:00
48d6c9ac4b
Move snap/divisor helper methods to inside ControlPointInfo
2021-04-28 16:47:30 +09:00
200352b750
Rename unsnap check templates
2021-04-27 13:56:05 +02:00
7ec5ea1eb5
Remove hitobject terminology from base classes
2021-04-27 19:01:29 +09:00
dd3d8e5d03
Make SelectionHandler
abstract to ensure things get implemented
2021-04-27 19:01:29 +09:00
f2e56bd306
Refactor editor selection/blueprint components to be generic
2021-04-27 19:01:29 +09:00
ec1c336b0a
Fix a couple of inspections
2021-04-27 13:23:14 +09:00
7a6e9e5070
Change category of unsnap check to timing
...
Makes more sense, as this is typically the result of timing changes.
2021-04-27 02:32:57 +02:00
9e49ecb573
Remove unused virtual
keywords
...
Added these in a previous iteration, where I had the mania variant inherit this class.
No longer necessary as `IHasColumn` was used to make this check more generic.
2021-04-27 02:23:06 +02:00
a3c1b1fd52
Fix accessibility of areConcurrent
2021-04-27 01:24:38 +02:00