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IApplicableFailOverride.cs
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Fix mod failure checks executing actual game logic
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2020-05-12 20:08:35 +09:00 |
IApplicableMod.cs
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IApplicableToBeatmap.cs
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IApplicableToBeatmapConverter.cs
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IApplicableToDifficulty.cs
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IApplicableToDrawableHitObject.cs
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IApplicableToDrawableRuleset.cs
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IApplicableToHealthProcessor.cs
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IApplicableToHitObject.cs
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IApplicableToHUD.cs
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IApplicableToPlayer.cs
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IApplicableToScoreProcessor.cs
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IApplicableToTrack.cs
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IMod.cs
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IReadFromConfig.cs
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IUpdatableByPlayfield.cs
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Mod.cs
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Simplify string construction logic
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2020-03-23 15:20:56 +09:00 |
ModAutoplay.cs
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Fix mod failure checks executing actual game logic
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2020-05-12 20:08:35 +09:00 |
ModBlockFail.cs
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Fix mod failure checks executing actual game logic
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2020-05-12 20:08:35 +09:00 |
ModCinema.cs
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Render video as a part of the storyboard
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2020-03-07 21:32:03 -08:00 |
ModDaycore.cs
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ModDifficultyAdjust.cs
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use N1 format instead of 0.#
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2020-03-22 22:54:21 -04:00 |
ModDoubleTime.cs
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move SettingDescription override to ModRateAdjust
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2020-03-22 22:57:46 -04:00 |
ModEasy.cs
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Fix mod failure checks executing actual game logic
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2020-05-12 20:08:35 +09:00 |
ModFlashlight.cs
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ModHalfTime.cs
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move SettingDescription override to ModRateAdjust
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2020-03-22 22:57:46 -04:00 |
ModHardRock.cs
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ModHidden.cs
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Fix spinners being considered the "first object" for increased visibility in hidden
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2020-04-16 14:11:38 +09:00 |
ModNightcore.cs
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ModNoFail.cs
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ModNoMod.cs
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ModPerfect.cs
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Fix perfect mod failure cases
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2020-03-02 13:25:56 +09:00 |
ModRandom.cs
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Implement random mod for taiko
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2020-03-23 12:09:30 +09:00 |
ModRateAdjust.cs
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use two decimal points for ModRateAdjust format
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2020-03-22 23:08:00 -04:00 |
ModRelax.cs
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ModSuddenDeath.cs
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Fix mod failure checks executing actual game logic
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2020-05-12 20:08:35 +09:00 |
ModTimeRamp.cs
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use N2 for ModTimeRamp, add x text
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2020-03-23 12:54:08 -04:00 |
ModType.cs
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ModWindDown.cs
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Make wind down max value 200%
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2020-01-29 15:34:36 +09:00 |
ModWindUp.cs
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allow setting initial rate instead of reversing
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2020-01-27 07:56:18 +08:00 |
MultiMod.cs
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