8aa04864ce
Add support for converting sliders with repeats to streams
2021-11-11 23:25:49 +01:00
0cd3f98598
Ensure samples & sample points are carried over during conversion
2021-11-11 21:43:06 +01:00
d9494d405e
Add test coverage for slider-to-stream conversion
2021-11-11 21:01:30 +01:00
bc37cb6f43
Merge branch 'master' into no-more-difficulty-control-points-info
2021-10-08 18:41:17 +09:00
b339c149d8
Copy BaseDifficulty
to Beatmap<T>
and move all write operations across
2021-10-06 15:10:45 +09:00
a92d499d7a
Convert usages of BeatmapDifficulty
to IBeatmapDifficultyInfo
2021-10-01 16:55:50 +09:00
46bafb6252
Merge branch 'master' into no-more-difficulty-control-points-info
2021-09-28 13:53:56 +09:00
4cdce69f7e
Update test to match test beamap data
2021-09-21 23:45:03 +09:00
d15bd5a15e
Store grid size back to beatmap on change
2021-09-20 20:39:39 +02:00
0d7dac03f4
Start with largest grid size
2021-09-20 20:34:22 +02:00
fe21577f11
Adjust grid snap in line with new logic
2021-09-20 20:32:34 +02:00
4e094b2127
Implement grid size toggling matching stable
2021-09-19 20:26:02 +02:00
c403e628dd
Add test coverage for distance/rectangular grid exclusivity
2021-09-19 18:08:34 +02:00
d4e5a612ea
Update IPositionalSnapProvider
to take a HitObject
as reference, rather than raw time
...
This allows fetching the correct `DifficultyControlPoint` from the
hitobject. Nothing more.
2021-09-03 17:11:12 +09:00
e15198f077
Update missed tests
2021-08-26 13:47:10 +09:00
6dcd9427ac
Remove bindable usage in PathControlPoint
...
This is quite a breaking change, but I think it is beneficial due to the large amount of usage of this class.
I originally intended just to remove the allocations of the two delegates handling the `Changed` flow internally, but as nothing was really using the bindables for anything more than a general "point has changed" case, this felt like a better direction.
2021-08-26 12:33:53 +09:00
53c0298b5e
Add too short spinners check and tests
2021-07-13 10:51:40 +02:00
fec9448301
Add too short sliders check and tests
2021-07-13 10:50:41 +02:00
6c3d2315d0
Merge pull request #13606 from Naxesss/low-diff-checks
...
Add low difficulty spacing checks
2021-06-22 16:29:37 +09:00
629c98e6a0
Add time distance equality tests
2021-06-21 15:34:11 +02:00
e11139eadf
Add low difficulty overlap tests
...
Moq is introduced to mock sliders' end time/position. This is already used similarly in `osu.Game.Tests`.
2021-06-21 15:33:50 +02:00
fe48ddfee3
Also cover slider animation disable
2021-06-18 16:04:11 +02:00
e2a370f602
Add coverage for hit circle fade-out duration
2021-06-18 16:04:11 +02:00
69c1cd5b34
Add failing test case for hit circle animations disable
2021-06-18 16:04:11 +02:00
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
532c41c82e
Remove nested blueprints from sliders
2021-05-18 14:19:11 +09:00
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
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
5262d94e21
Fix wrong assert in offscreen test
2021-04-20 13:21:57 +02:00
8656176ab8
Add the playable beatmap as check argument
...
This is different from the working beatmap's `.Beatmap` property in that it is mutated by the ruleset/editor.
So hit objects, for example, are actually of type `Slider` and such instead of the legacy `ConvertSlider`.
This should be preferred over `workingBeatmap.Beatmap`.
2021-04-20 01:31:51 +02:00
448574e7e6
Use WorkingBeatmap
instead of IBeatmap
...
This lets us access things like the background, track, etc. which are necessary for quality and filesize checks.
Also improves the structure of the `CheckBackgroundTest` class in the process.
2021-04-17 17:33:53 +02:00
b413ffae3e
Fix test going offscreen in headless execution
2021-04-16 18:54:33 +09:00
30e00cc4aa
Add test coverage of selection / scaling scenarios
2021-04-16 17:07:20 +09:00
401bf368a7
Merge branch 'fix-slider-scale-crash' into fix-slider-zero-length
2021-04-16 16:58:19 +09:00
ab1a1a1df4
Add failing test case due to div by zero
2021-04-16 16:55:17 +09:00
965a1ead36
Disallow zero-length slider blueprint placements
2021-04-16 14:38:30 +09:00
1ff4e2076f
Merge branch 'master' into verify-tab
2021-04-13 23:05:48 +09:00
4618728bf0
Add test case
2021-04-13 11:35:12 +02:00
98c25b2e71
Remove unused import
2021-04-13 10:33:08 +02:00
b45d7de4ec
Update asserts to use better nunit specifications
2021-04-13 15:04:01 +09:00
4837cef095
Use static for playfield centre positioning
2021-04-13 14:44:52 +09:00
6d3f9fa9ce
Use is
class instead of Equals
with template index
...
Ensures ordering of `PossibleTemplates` does not affect tests.
2021-04-13 02:29:25 +02:00
8a6dfcfae1
Add CheckOffscreenObjects
tests
2021-04-13 01:22:36 +02:00
0af6d77192
Test for path type transfer
2021-04-09 11:03:38 +02:00
2d94484566
Use lambda expression
...
Apparently CI dislikes this not being a lambda.
2021-04-08 12:49:46 +02:00
7d2b54ca42
Add change to Bezier test
2021-04-08 12:32:45 +02:00
4110d1675d
Add path type menu test cases
2021-04-08 11:46:52 +02:00
9d02930709
Add regression test for type changes
2021-04-07 17:18:55 +02:00
8621a6b4fe
Add margin to large segment test
...
Test ran fine on my end, but apparently not on the CI. This should make results a bit more consistent, hopefully.
2021-04-01 20:34:04 +02:00