Commit Graph

236 Commits

Author SHA1 Message Date
Dean Herbert 58626e3b30 Allow rulesets to create their own instantiation info 2018-01-10 17:04:07 +09:00
Dean Herbert b8bb0a52e3 Move mod implementations to individual files 2018-01-09 14:08:18 +09:00
Dean Herbert 37d393bca0 Update licence headers 2018-01-05 20:21:19 +09:00
Aergwyn ccb69d16d9 move HitResult in Scoring namespace to replace HitCount 2017-12-30 21:23:18 +01:00
Dean Herbert 2ca10b28c6 Use a non-broken opentk library 2017-12-29 15:42:51 +09:00
Dean Herbert 02f4705178
Merge branch 'master' into proper-taiko-hitsounds 2017-12-27 23:13:30 +09:00
Dean Herbert 3f73a9a693 Add better sample fallback logic
Also adds support for null channels at InputDrum level.
2017-12-27 21:44:04 +09:00
smoogipoo de353ee6af Merge branch 'master' into proper-taiko-hitsounds 2017-12-27 14:59:26 +09:00
Dean Herbert 7dcd325a91
Merge branch 'master' into autoplay-drumroll-tick-fix 2017-12-27 14:19:25 +09:00
smoogipoo 5b529511ec Update OpenTK nuget package
Fixes the recent AppVeyor errors
2017-12-27 13:18:34 +09:00
smoogipoo 9fa0cfd250 Fix taiko autoplay hitting drumroll ticks with the rims instead of centres
Fixes #1772.
2017-12-27 13:06:36 +09:00
smoogipoo 519ef72adf Lookup by control point time rather than control point
Under some situations, such as when there are no control points, ControlPointInfo will return to us a newly-constructed controlpoint with every call to SamplePointAt, which will fail on this key lookup.

Between this and overriding GetHashCode, I think this is the more proper fix for this.
2017-12-27 13:03:46 +09:00
smoogipoo 0c4e4012f8 Taiko drumroll ticks should just play the playfield samples 2017-12-26 19:57:40 +09:00
smoogipoo 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
smoogipoo c74561b3d4 Add test case for InputDrum 2017-12-26 19:33:28 +09:00
smoogipoo 35d7fa8a81 Cleanup things that are now not needed with these changes 2017-12-26 14:18:38 +09:00
smoogipoo 14162b5d46 Make InputDrum handle all Normals/Claps, hitobjects all others 2017-12-26 14:18:23 +09:00
smoogipoo affdd81563 Remove unused usings 2017-12-25 17:29:44 +09:00
smoogipoo ac8b345bfe Make TaikoPlayfield use the new DrumSampleMapping 2017-12-25 17:29:20 +09:00
smoogipoo 8bfdee586b Rename SwellSampleMapping -> DrumSampleMapping 2017-12-25 17:29:04 +09:00
smoogipoo d288d8a51f Remove SampleInfoList 2017-12-25 15:40:01 +09:00
smoogipoo 844e39a9f6 Make Swells play samples while they're being hit 2017-12-25 15:04:22 +09:00
smoogipoo 8529eb1d3a Make strong hit misses not count as misses 2017-12-25 14:49:39 +09:00
Dean Herbert 298ac5468f Fix regressions 2017-12-23 17:24:28 +09:00
Dean Herbert cd8e8c8323 Actually save changes 2017-12-23 16:52:23 +09:00
Dean Herbert a30400ad29 Use a class instead of Tuple 2017-12-23 16:49:29 +09:00
Dean Herbert 9ca03c0209 Simplify and tidy sample retrieval
Less static weirdness
2017-12-23 16:46:02 +09:00
Dean Herbert 5026c7a95e SoundControlPoint -> SampleControlPoint 2017-12-23 16:34:34 +09:00
Dean Herbert 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
Dean Herbert 1fa9dac1bb Merge remote-tracking branch 'origin/master' into taiko-hitsounds-fix 2017-12-23 14:20:16 +09:00
smoogipoo 6a29f6020a Make HitObjects construct nested hit objects 2017-12-22 21:42:54 +09:00
smoogipoo ac1d27e925 Fix possible nullref exceptions 2017-12-21 23:02:46 +09:00
smoogipoo d80079a73a Merge remote-tracking branch 'origin/master' into beatmap-serialization 2017-12-21 20:15:01 +09:00
smoogipoo cb7e192aff Determine SampleInfo defaults in DrawableHitObject 2017-12-21 16:02:33 +09:00
Dean Herbert 020d272636 Make all TestCases public 2017-12-20 21:51:00 +09:00
Dean Herbert 08727266e7
Merge branch 'master' into add-ruleset-shortname 2017-12-11 15:41:11 +09:00
FreezyLemon 4a723f7382 Added the "Service Include" tag that is used by Visual Studio's test explorer to the .csproj files 2017-12-08 11:05:00 +01:00
Dean Herbert 679134c030 Add ShortName to rulesets 2017-12-08 18:55:25 +09:00
FreezyLemon 4b3cf0773d Various CI adjustments 2017-12-08 09:52:58 +01:00
FreezyLemon 9d3d9bcdc8 Corrected the return values for taiko DrawableHit and DrawableHitStrong (OnPressed == true if new Judgement occurs and is a hit) 2017-12-08 09:42:10 +01:00
FreezyLemon 61a6a2919e Fixed multiple critical bugs and changed allSamples to a normal Dictionary for faster access 2017-12-08 09:41:13 +01:00
FreezyLemon 40e750f309 Added sample preloading and playing 2017-12-08 08:32:16 +01:00
FreezyLemon 9e3d439f0a Merge branch 'master' of https://github.com/ppy/osu into taiko-hitsounds-fix 2017-12-08 08:30:02 +01:00
FreezyLemon 229c9b5b4e First basic implementation of IKeyBindingHandler for the playfield so it can handle taiko hitsounds 2017-12-07 23:11:34 +01:00
FreezyLemon 43c270ea49 Rolled back the bad earlier implementation 2017-12-07 21:18:51 +01:00
smoogipoo 36be171c29 Fix up/clean up csprojs for C#7 support 2017-11-30 02:06:03 +09:00
smoogipoo a0c3349935 Add LangVer.props and osu.Game.props for common csproj properties 2017-11-30 00:45:37 +09:00
FreezyLemon e3232dd754 Added if to ignore more (for our purposes) useless keydowns 2017-11-29 06:51:00 +01:00
FreezyLemon c00fb47236 Added hitsound handling to the TaikoRulesetContainer so every KeyDown can play a hitsound (instead of the DrawableHitObjects) 2017-11-29 06:28:08 +01:00
FreezyLemon 3e8db8c5e1 Enabled strong taiko hitobjects playing samples again.
Also removes the first hitsound from the strong hitobject so only the "hitfinish" sound gets played.
2017-11-29 06:27:25 +01:00