rhythm is just a *click* away!
Insert
for SlimReadOnlyListWrapper
unsupported (ppy/osu-framework#6103 by @Terochi)RunTestsFromNUnit
as public
(ppy/osu-framework#6113 by @peppy)VeldridTexture.Bind()
(ppy/osu-framework#6128 by @smoogipoo)KeyCombination
throwing when duplicates are fed in (ppy/osu-framework#6130 by @peppy)
@Bubbleman532, @Zyfarok, and others in the community have mentioned that the changes to sliders (tails not affecting the slider's main judgement, because that judgement is now on the head) have made tails not worth as much anymore, and removes the need to aim sliders on higher SR maps that very rarely have any ticks in sliders.
This PR makes tails worth 150 points, compared to the 30 points of a normal tick.
Stored status is reset on logout, so that it doesn't persist across multiple users logging in on one machine.
This is something we do on osu!stable and has large gains (for some users) on desktop systems, especially when shared with other heavy applications.
Only applies to windows.
HashSet
instead of List
for temporary check in transform handling (ppy/osu-framework#6106 by @peppy)BindableNumber
with precision (ppy/osu-framework#6109 by @smoogipoo)InputSampler
(ppy/osu-framework#6108 by @peppy)
SpriteIcon
to reduce draw thread overheads (ppy/osu-framework#6111 by @EVAST9919)SettingsToolboxGroup
allocating excessively due to missing cache validation (ppy/osu#26456 by @peppy)NormalizedValue
(ppy/osu-framework#6116 by @peppy)PassThroughInputManager
(ppy/osu-framework#6120 by @peppy)SmoothPath
if the existing one is already the correct size (ppy/osu-framework#6119 by @peppy)FramedClock
(ppy/osu-framework#6122 by @peppy)difficultyPeppyStars
rounding (ppy/osu#26471 by @bdach)
The preload numbers are still on the conservative side. We can probably adjust these based on the system the game is running on in the future. Or across the board. But this should improve the overall responsiveness of carousel loading, something that's been bugging me for quite a while now (and not just me)
Full Changelog: https://github.com/ppy/osu/compare/2024.106.0...2024.113.0
Generated at 12/31/2023 1:54:41PM
Hopefully the last fix here.
Full Changelog: https://github.com/ppy/osu/compare/2023.1229.1...2023.1231.0
Mod.UsesDefaultConfiguration
(ppy/osu#26216 by @smoogipoo)Oops, now it works properly.
Full Changelog: https://github.com/ppy/osu/compare/2023.1229.0...2023.1229.1
In preparation for locking in better audio constants in lazer, let's fix the editor waveform looking completely misaligned.
This adds a visual-only offset to better align the editor waveform (in the timeline and on the timing screen) with osu! community expectations. With this change, visual-based timing is feasible, and assuming done correctly, should be accurate within 2 ms.
When undoing, selection would be lost, and (kind of as a result) the controls on the right of the screen would enter a detached state where they don't update correctly. Quite annoying when you're making changes.
Added support for:
Improved detection for:
Also:
This fixes some tablet devices incorrectly enabling the "touch device" mod.
A lot of complaints asking for disable on the new elements. Mostly because it was confusing to just downscale the normal miss.
Now they get their own sprites. And as a result it's skinnable for the people that are really adverse to change. You can skin via [email protected]
and [email protected]
.
https://github.com/ppy/osu-resources/assets/191335/2a855d02-3a5c-4cd7-9772-fc8fdb484753
https://github.com/ppy/osu-resources/assets/191335/77b928b4-cafb-4c3c-90ef-4be3b2233117
On cursor sizes below 0.3x it becomes exceedingly difficult to quickly locate and then accurately click the resume cursor on the pause overlay as it could as big as a handful of pixels. In the event the cursor aligns somewhere on top of or close to the text, it becomes nearly impossible to find it as it's even the same color.
This clamps the minimum cursor size to 1x for the resume overlay, which is way more comfortable and less likely to cause the player to miss afterwards (note that not the entire cursor aura is interactable, only about 2/3s) and more closely resembles stable.
This fixes skins using a custom "HitPosition" having incorrect scroll speed.
Goodbye disclaimer screen!
Was really annoying to decode the icons quickly. Now text always shows.
This control takes the place of the existing audio offset slider in game settings.
This is supposed to be a crude something to be in place by next year while the work on the real "offset wizard" can be postponed just a little bit longer.
Before | After |
---|---|
main menu, top level | main menu, play submenu | main menu, edit submenu |
---|---|---|
settings | editor |
---|---|
All editorial decisions ("why is this variant of the icon used?" "why are the icons smaller / have more padding?") are either mine alone or/and were made in line with feedback from @peppy.
All traces of hexacons have been erased. May they rest well. Note that this also affects overlay headers since they are weirdly conjoined to toolbar icons for whatever reason. But I think it's fine.
Takes some inspiration from flyte's newer designs but also makes some changes I feel works well. Iterative and not final.
Had to be done. I got irked every time these came up.
As usual, disclaimer that this is an iterative design and will probably be replaced in the future.
Full Changelog: https://github.com/ppy/osu/compare/2023.1228.0...2023.1229.0
This behaves how you'd expect it to coming from stable. It's intended to be a very quick implementation just to get the functionality back, and will improve in the future. Controls are configurable but default to +
/-
.
When maps have very consistent density, HP drain is as harsh as it can get to the point that it feels like if you miss a note you can never regain HP.
I don't know how to maths enough to fix this just from just the hp increase / hp drain side of things, so I'm taking another approach by adding combo-end bonuses similar to stable.
Stable gives one of three bonuses at the time combo:
Some skins have been reported to use versions like "1.5", expecting "2.0" behaviour. So now anything above "1.0" defaults to "2.0" behaviour.
I noticed the displayed length of the beatmap didn't change according to the change in rate (BPM does). These changes makes the beatmap length in BeatmapInfoWedge
refresh the same time as BPM according to the mods rate.
Full Changelog: https://github.com/ppy/osu/compare/2023.1223.0...2023.1224.0
The highlight of today's release, HP drain has been reworked again for osu! mode. Please give it a try and see how it feels!
This saves the client version a local score was achieved with, so we can filter or upgrade scores in the future to provide a better experience for users that like to compare their local scores.
Full Changelog: https://github.com/ppy/osu/compare/2023.1222.0...2023.1223.0
Yes we have heard feedback that some don't like this or want to skin it. But a lot of that may be because it was incorrectly sized too large on some skins.
We'll provide a better visual experience for this, but it's already in a pretty good place on "argon" skins so please give that a try if in doubt. We'd want a similarly unobtrusive display for classic skins.
This saves the client version a local score was achieved with, so we can filter or upgrade scores in the future to provide a better experience for users that like to compare their local scores.
Full Changelog: https://github.com/ppy/osu/compare/2023.1218.0...2023.1222.0
Following discussions on discord, this seems like the most agreed upon value. Increasing this is important so that imported legacy scores don't lose too much value.
A significant portion of players that play primarily using relax mod have asked for the ability to compile relax with other mods, such as "perfect". This wasn't possible until now as relax blocked failing.
This change allows both "relax" and "autopilot" mods to fail, and as a result allows combining "no fail", "perfect" and "sudden death" with them.
If you're a relax player and want to keep the mod as relaxing as you remember it to, you can make a mod preset with RX+NF!
Users reported that some stable scores would convert to large negative total scores in lazer after the introduction of combo exponent. Those large negative total scores were actually mangled NaNs.
(This fix was in yesterday's release)
I mentioned adding this multiple times this week, so here it is. Design is placeholder in all cases.
The general gist of it is that, right now DT and NC are seen more as a personal preference than mods that have any significant impact to scores. The 1M score cap is seen as "sacred" to the degree that these mods, whether the reader agrees with the idea that these are personal preference or not, are not significant enough to justify breaking the score cap.
I believe we've reached the amicable conclusion that we are not adverse to experimenting with mods and their effects, multipliers, and other ways to display scores for showcasing purposes.
One such idea proposed, is to see whether a DT/NC mod with fixed hitwindows becomes more worthy of having a mod multiplier, combined with a separate mod for the current hitwindow-affecting rate adjustment
But, that is for future work. For the time being, I'm satisfied with the conclusion and bringing things to a common ground that everyone can agree with is an objective point of reference.
"Good"s are now worth 150 instead of 100, bringing things in line with osu!(stable) and TnT.
OnlineMetadataClient.UserStates
(ppy/osu#25931 by @peppy)We have a larger redesign planned, but let's just get this in so people can easily see both leaderboards and beatmap stats.
This also sets the default display mode to local leaderboard, instead of details, as it's a better look.
Was a bit confusing until now. Even I hit this at least once.
This is the reason some sound effects for selecting beatmaps were playing during gameplay.
This fixes the carousel making one unnecessary selection every time the current selection is updated. Basically, on returning from gameplay this will cause the selection sound to no longer (incorrectly) play, but also likely improves smoothness as it's not randomly selecting a beatmap somewhere in the carousel before correcting back to the retained selection.
Full Changelog: https://github.com/ppy/osu/compare/2023.1220.0...2023.1221.0
This is quite an unfortunate one, but I can't see a good way of fixing beyond undoing most of the performance gains from the last major release when certain sort modes (like difficulty sort) are used.
If you have a large library and want best search performance, use a simple sort mode for now (ie. artist or title). We'll iterate on this once things calm down.
Full Changelog: https://github.com/ppy/osu/compare/2023.1218.1...2023.1220.0
Also contains unmerged hotfixes:
Full Changelog: https://github.com/ppy/osu/compare/2023.1218.0...2023.1218.1