mirror of
https://github.com/ppy/osu
synced 2024-12-16 11:56:31 +00:00
Merge branch 'master' into accent-colour-properties
This commit is contained in:
commit
f872402fc4
@ -1 +1 @@
|
||||
Subproject commit 41e2a0a4304544fb67779c21cad1435c105982d5
|
||||
Subproject commit cc39713fbf9427aa53df91e27ecd09d15661089f
|
@ -16,11 +16,9 @@
|
||||
<language>en-AU</language>
|
||||
</metadata>
|
||||
<files>
|
||||
<file src="*.exe" target="lib\net45\" exclude="**vshost**"/>
|
||||
<file src="*.dll" target="lib\net45\"/>
|
||||
<file src="*.config" target="lib\net45\"/>
|
||||
<file src="x86\*.dll" target="lib\net45\x86\"/>
|
||||
<file src="x64\*.dll" target="lib\net45\x64\"/>
|
||||
<file src="**.exe" target="lib\net45\" exclude="**vshost**"/>
|
||||
<file src="**.dll" target="lib\net45\"/>
|
||||
<file src="**.config" target="lib\net45\"/>
|
||||
</files>
|
||||
</package>
|
||||
|
||||
|
@ -80,7 +80,6 @@ namespace osu.Game.Database
|
||||
var notification = new ProgressNotification
|
||||
{
|
||||
Text = "Import is initialising...",
|
||||
CompletionText = "Import successful!",
|
||||
Progress = 0,
|
||||
State = ProgressNotificationState.Active,
|
||||
};
|
||||
@ -89,7 +88,8 @@ namespace osu.Game.Database
|
||||
|
||||
List<TModel> imported = new List<TModel>();
|
||||
|
||||
int i = 0;
|
||||
int current = 0;
|
||||
int errors = 0;
|
||||
foreach (string path in paths)
|
||||
{
|
||||
if (notification.State == ProgressNotificationState.Cancelled)
|
||||
@ -98,11 +98,11 @@ namespace osu.Game.Database
|
||||
|
||||
try
|
||||
{
|
||||
notification.Text = $"Importing ({i} of {paths.Length})\n{Path.GetFileName(path)}";
|
||||
notification.Text = $"Importing ({++current} of {paths.Length})\n{Path.GetFileName(path)}";
|
||||
using (ArchiveReader reader = getReaderFrom(path))
|
||||
imported.Add(Import(reader));
|
||||
|
||||
notification.Progress = (float)++i / paths.Length;
|
||||
notification.Progress = (float)current / paths.Length;
|
||||
|
||||
// We may or may not want to delete the file depending on where it is stored.
|
||||
// e.g. reconstructing/repairing database with items from default storage.
|
||||
@ -122,9 +122,11 @@ namespace osu.Game.Database
|
||||
{
|
||||
e = e.InnerException ?? e;
|
||||
Logger.Error(e, $@"Could not import ({Path.GetFileName(path)})");
|
||||
errors++;
|
||||
}
|
||||
}
|
||||
|
||||
notification.Text = errors > 0 ? $"Import complete with {errors} errors" : "Import successful!";
|
||||
notification.State = ProgressNotificationState.Completed;
|
||||
}
|
||||
|
||||
@ -219,9 +221,11 @@ namespace osu.Game.Database
|
||||
// user requested abort
|
||||
return;
|
||||
|
||||
notification.Text = $"Deleting ({i} of {items.Count})";
|
||||
notification.Progress = (float)++i / items.Count;
|
||||
notification.Text = $"Deleting ({++i} of {items.Count})";
|
||||
|
||||
Delete(b);
|
||||
|
||||
notification.Progress = (float)i / items.Count;
|
||||
}
|
||||
}
|
||||
|
||||
@ -255,9 +259,11 @@ namespace osu.Game.Database
|
||||
// user requested abort
|
||||
return;
|
||||
|
||||
notification.Text = $"Restoring ({i} of {items.Count})";
|
||||
notification.Progress = (float)++i / items.Count;
|
||||
notification.Text = $"Restoring ({++i} of {items.Count})";
|
||||
|
||||
Undelete(item);
|
||||
|
||||
notification.Progress = (float)i / items.Count;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -242,7 +242,7 @@ namespace osu.Game.Graphics.Backgrounds
|
||||
triangle,
|
||||
colourInfo,
|
||||
null,
|
||||
Shared.VertexBatch.Add,
|
||||
Shared.VertexBatch.AddAction,
|
||||
Vector2.Divide(localInflationAmount, size));
|
||||
}
|
||||
|
||||
|
@ -211,7 +211,7 @@ namespace osu.Game.Screens.Menu
|
||||
rectangle,
|
||||
colourInfo,
|
||||
null,
|
||||
Shared.VertexBatch.Add,
|
||||
Shared.VertexBatch.AddAction,
|
||||
//barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.
|
||||
Vector2.Divide(inflation, barSize.Yx));
|
||||
}
|
||||
|
@ -259,6 +259,8 @@ namespace osu.Game.Screens.Select
|
||||
|
||||
private void workingBeatmapChanged(WorkingBeatmap beatmap)
|
||||
{
|
||||
if (beatmap is DummyWorkingBeatmap) return;
|
||||
|
||||
if (IsCurrentScreen && !Carousel.SelectBeatmap(beatmap?.BeatmapInfo, false))
|
||||
// If selecting new beatmap without bypassing filters failed, there's possibly a ruleset mismatch
|
||||
if (beatmap?.BeatmapInfo?.Ruleset != null && beatmap.BeatmapInfo.Ruleset != Ruleset.Value)
|
||||
|
Loading…
Reference in New Issue
Block a user