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664,859
22.12.2020 20:45:08
18,000
70b39acfb279dae8765c811b205cc8a13d427ad4
Add LegacyHandle
[ { "change_type": "ADD", "old_path": "osu.Game.Rulesets.Tau.Tests/Resources/metrics-skin/handle-line.png", "new_path": "osu.Game.Rulesets.Tau.Tests/Resources/metrics-skin/handle-line.png", "diff": "Binary files /dev/null and b/osu.Game.Rulesets.Tau.Tests/Resources/metrics-skin/handle-line.png differ\n" }, { "change_type": "ADD", "old_path": "osu.Game.Rulesets.Tau.Tests/Resources/metrics-skin/handle.png", "new_path": "osu.Game.Rulesets.Tau.Tests/Resources/metrics-skin/handle.png", "diff": "Binary files /dev/null and b/osu.Game.Rulesets.Tau.Tests/Resources/metrics-skin/handle.png differ\n" }, { "change_type": "ADD", "old_path": "osu.Game.Rulesets.Tau.Tests/Resources/special-skin/handle-line.png", "new_path": "osu.Game.Rulesets.Tau.Tests/Resources/special-skin/handle-line.png", "diff": "Binary files /dev/null and b/osu.Game.Rulesets.Tau.Tests/Resources/special-skin/handle-line.png differ\n" }, { "change_type": "ADD", "old_path": "osu.Game.Rulesets.Tau.Tests/Resources/special-skin/handle.png", "new_path": "osu.Game.Rulesets.Tau.Tests/Resources/special-skin/handle.png", "diff": "Binary files /dev/null and b/osu.Game.Rulesets.Tau.Tests/Resources/special-skin/handle.png differ\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Skinning/Legacy/TauLegacySkinTransformer.cs", "new_path": "osu.Game.Rulesets.Tau/Skinning/Legacy/TauLegacySkinTransformer.cs", "diff": "@@ -24,6 +24,9 @@ public override Drawable GetDrawableComponent(ISkinComponent component)\ncase TauSkinComponents.HardBeat:\nreturn Source.GetTexture(\"hard-beat\") != null ? new LegacyHardBeat() : null;\n+ case TauSkinComponents.Handle:\n+ return Source.GetTexture(\"handle\") != null ? new LegacyHandle() : null;\n+\ncase TauSkinComponents.Playfield:\nreturn Source.GetTexture(\"field-overlay\") != null ? new LegacyPlayfield() : null;\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauSkinComponents.cs", "new_path": "osu.Game.Rulesets.Tau/TauSkinComponents.cs", "diff": "@@ -4,6 +4,7 @@ public enum TauSkinComponents\n{\nBeat,\nPlayfield,\n- HardBeat\n+ HardBeat,\n+ Handle\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "diff": "using osu.Framework.Input.Events;\nusing osu.Game.Beatmaps;\nusing osu.Game.Rulesets.Tau.Objects.Drawables;\n+using osu.Game.Rulesets.Tau.Skinning.Default;\n+using osu.Game.Skinning;\nusing osuTK;\nusing osuTK.Graphics;\nusing SixLabors.ImageSharp;\n@@ -66,6 +68,7 @@ public class Paddle : CompositeDrawable\nprivate readonly Box bottomLine;\nprivate readonly CircularContainer circle;\nprivate readonly CircularContainer border;\n+ private readonly CircularProgress paddle;\npublic readonly PaddleGlow Glow;\n@@ -91,7 +94,7 @@ public Paddle(float angleRange)\n{\nAlpha = 0\n},\n- new CircularProgress\n+ paddle = new CircularProgress\n{\nRelativeSizeAxes = Axes.Both,\nAnchor = Anchor.Centre,\n@@ -100,40 +103,7 @@ public Paddle(float angleRange)\nInnerRadius = 0.05f,\nRotation = -angleRange / 2,\n},\n- bottomLine = new Box\n- {\n- EdgeSmoothness = new Vector2(1f),\n- Anchor = Anchor.Centre,\n- Origin = Anchor.BottomCentre,\n- RelativeSizeAxes = Axes.Y,\n- Size = new Vector2(1.25f, 0.235f)\n- },\n- topLine = new Box\n- {\n- EdgeSmoothness = new Vector2(1f),\n- Anchor = Anchor.TopCentre,\n- Origin = Anchor.TopCentre,\n- RelativeSizeAxes = Axes.Y,\n- Size = new Vector2(1.25f, 0.235f)\n- },\n- circle = new CircularContainer\n- {\n- RelativePositionAxes = Axes.Both,\n- RelativeSizeAxes = Axes.Both,\n- Y = -.25f,\n- Size = new Vector2(.03f),\n- Origin = Anchor.Centre,\n- Anchor = Anchor.Centre,\n- Masking = true,\n- BorderColour = Color4.White,\n- BorderThickness = 4,\n- Child = new Box\n- {\n- RelativeSizeAxes = Axes.Both,\n- AlwaysPresent = true,\n- Alpha = 0,\n- }\n- }\n+ new SkinnableDrawable(new TauSkinComponent(TauSkinComponents.Handle), _ => new HandlePiece(), null, ConfineMode.ScaleToFit)\n}\n}\n};\n@@ -141,13 +111,13 @@ public Paddle(float angleRange)\nborder.Colour = TauPlayfield.ACCENT_COLOR.Value;\n}\n- protected override bool OnMouseMove(MouseMoveEvent e)\n+ [BackgroundDependencyLoader]\n+ private void load(ISkinSource skin)\n{\n- circle.Y = -Math.Clamp(Vector2.Distance(AnchorPosition, e.MousePosition) / DrawHeight, .015f, .45f);\n- bottomLine.Height = -circle.Y - .015f;\n- topLine.Height = .5f + circle.Y - .015f;\n+ Texture texture;\n- return base.OnMouseMove(e);\n+ if ((texture = skin.GetTexture(\"paddle\")) != null)\n+ paddle.Texture = texture;\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Add LegacyHandle
664,859
22.12.2020 20:48:18
18,000
afc1fa25163c0143009f08d4356f8e7c2d1c0ec1
Convert slider test scene into skinnable test scene
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneSlider.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneSlider.cs", "diff": "namespace osu.Game.Rulesets.Tau.Tests.Objects\n{\n[TestFixture]\n- public class TestSceneSlider : OsuTestScene\n+ public class TestSceneSlider : TauSkinnableTestScene\n{\n- private readonly Container content;\n- protected override Container<Drawable> Content => content;\n-\nprivate int depthIndex;\npublic TestSceneSlider()\n{\n- base.Content.Add(content = new TauInputManager(new RulesetInfo { ID = 0 })\n- {\n- Anchor = Anchor.Centre,\n- Origin = Anchor.Centre,\n- Size = new Vector2(768),\n- RelativeSizeAxes = Axes.None,\n- Scale = new Vector2(.6f)\n- });\n-\n- Add(new Circle\n- {\n- Colour = Color4.Red,\n- Size = new Vector2(25),\n- Anchor = Anchor.Centre,\n- Origin = Anchor.Centre,\n- });\n-\n- AddStep(\"Miss Single\", () => testSingle());\n- AddStep(\"Hit Single\", () => testSingle(true));\n+ AddStep(\"Miss Single\", () => SetContents(() => testSingle()));\n+ AddStep(\"Hit Single\", () => SetContents(() => testSingle(true)));\nAddUntilStep(\"Wait for object despawn\", () => !Children.Any(h => h is DrawableTauHitObject hitObject && hitObject.AllJudged == false));\n}\n- private void testSingle(bool auto = false)\n+ private Drawable testSingle(bool auto = false)\n{\nvar slider = new Slider\n{\n@@ -74,12 +54,12 @@ private void testSingle(bool auto = false)\nslider.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());\n- Add(new TestDrawableSlider(slider, auto)\n+ return new TestDrawableSlider(slider, auto)\n{\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\nDepth = depthIndex++\n- });\n+ };\n}\nprivate class TestDrawableSlider : DrawableSlider\n" } ]
C#
MIT License
taulazer/tau
Convert slider test scene into skinnable test scene
664,874
11.01.2021 22:41:42
-3,600
1e2390346c90f39b83432d79843a62352f0b00f8
Update osu again Where dependabot?
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/osu.Game.Rulesets.Tau.csproj", "new_path": "osu.Game.Rulesets.Tau/osu.Game.Rulesets.Tau.csproj", "diff": "<EmbeddedResource Include=\"Resources\\**\"/>\n</ItemGroup>\n<ItemGroup>\n- <PackageReference Include=\"ppy.osu.Game\" Version=\"2020.1225.0\"/>\n+ <PackageReference Include=\"ppy.osu.Game\" Version=\"2021.109.0\"/>\n</ItemGroup>\n<ItemGroup>\n<Folder Include=\"Resources\\Samples\\Gameplay\"/>\n" } ]
C#
MIT License
taulazer/tau
Update osu again Where dependabot?
664,874
18.01.2021 20:00:21
-3,600
f222f631f436192832453dcb7dc957bc194a7513
Remove sqlite nuget package
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/osu.Game.Rulesets.Tau.Tests.csproj", "new_path": "osu.Game.Rulesets.Tau.Tests/osu.Game.Rulesets.Tau.Tests.csproj", "diff": "<PackageReference Include=\"Microsoft.NET.Test.Sdk\" Version=\"16.6.1\" />\n<PackageReference Include=\"NUnit\" Version=\"3.12.0\" />\n<PackageReference Include=\"NUnit3TestAdapter\" Version=\"3.17.0\" />\n- <PackageReference Update=\"Microsoft.EntityFrameworkCore.Sqlite\" Version=\"3.1.4\" />\n</ItemGroup>\n<ItemGroup>\n<ProjectReference Include=\"..\\osu.Game.Rulesets.Tau\\osu.Game.Rulesets.Tau.csproj\" />\n" } ]
C#
MIT License
taulazer/tau
Remove sqlite nuget package
664,874
18.01.2021 20:15:47
-3,600
8ca5b047258ef9a3feee47e4addd03dc25bd7d28
Target .NET 5
[ { "change_type": "MODIFY", "old_path": "README.md", "new_path": "README.md", "diff": "@@ -72,7 +72,7 @@ cd tau\n```\n### Building the Gamemode From Source\n-To build Tau, you will need to have [.NET Core](https://dotnet.microsoft.com/download) installed on your computer.\n+To build Tau, you will need to have [.NET 5](https://dotnet.microsoft.com/download) installed on your computer.\nFirst, open a terminal and navigate to wherever you have the Tau source code downloaded. Once you are in the root of the repository, enter the directory named `osu.Game.Rulesets.Tau`.\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/osu.Game.Rulesets.Tau.Tests.csproj", "new_path": "osu.Game.Rulesets.Tau.Tests/osu.Game.Rulesets.Tau.Tests.csproj", "diff": "</ItemGroup>\n<PropertyGroup Label=\"Project\">\n<OutputType>WinExe</OutputType>\n- <TargetFramework>netcoreapp3.1</TargetFramework>\n+ <TargetFramework>net5.0</TargetFramework>\n<RootNamespace>osu.Game.Rulesets.Tau.Tests</RootNamespace>\n</PropertyGroup>\n</Project>\n" } ]
C#
MIT License
taulazer/tau
Target .NET 5
664,859
23.01.2021 17:15:35
18,000
82693e54b38ff65a1394882875613a227a5e9675
Fix incorrect kiai movement on classic
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "diff": "using osu.Game.Skinning;\nusing osuTK;\nusing osuTK.Graphics;\n+\nnamespace osu.Game.Rulesets.Tau.Objects.Drawables\n{\npublic class DrawableSlider : DrawableTauHitObject, IKeyBindingHandler<TauAction>\n@@ -75,6 +76,7 @@ public DrawableSlider(TauHitObject obj)\n}\nprivate readonly Bindable<KiaiType> effect = new Bindable<KiaiType>();\n+\n[BackgroundDependencyLoader(true)]\nprivate void load(ISkinSource skin, TauRulesetConfigManager config)\n{\n@@ -88,7 +90,6 @@ protected override void OnApply()\ntotalTimeHeld = 0;\n}\n-\nprotected override void CheckForResult(bool userTriggered, double timeOffset)\n{\nDebug.Assert(HitObject.HitWindows != null);\n@@ -175,23 +176,27 @@ protected override void UpdateAfterChildren()\ncase KiaiType.Turbulent:\n{\nplayfield.SliderParticleEmitter.AddParticle(angle, slider: true);\n+\nbreak;\n}\ncase KiaiType.Classic:\n+ if ((int)Time.Current % 8 != 0)\n+ break;\n+\nparticle = new Box\n{\nPosition = Extensions.GetCircularPosition(380, angle),\nRotation = (float)RNG.NextDouble() * 360f,\nAnchor = Anchor.Centre,\n- Origin = Anchor.BottomCentre,\n+ Origin = Anchor.Centre,\nSize = new Vector2(RNG.Next(1, 10)),\nClock = new FramedClock(),\nBlending = BlendingParameters.Additive,\nColour = TauPlayfield.ACCENT_COLOR.Value\n};\n- particle.MoveTo(Extensions.GetCircularPosition(RNG.NextSingle() * (50 + 390), angle), duration, Easing.OutQuint)\n+ particle.MoveTo(Extensions.GetCircularPosition((RNG.NextSingle() * 50 + 390), angle), duration, Easing.OutQuint)\n.ResizeTo(new Vector2(RNG.NextSingle(0, 5)), duration, Easing.OutQuint).FadeOut(duration).Expire();\nplayfield.SliderParticleEmitter.Add(particle);\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -117,16 +117,16 @@ private void onJudgmentLoaded(DrawableTauJudgement judgement)\n}\nprivate readonly Bindable<KiaiType> effect = new Bindable<KiaiType>();\n- protected Bindable<float> PlayfieldDimLevel = new Bindable<float>(0.3f); // Change the default as you see fit\n- [BackgroundDependencyLoader]\n- private void load(ISkinSource skin)\n+ [BackgroundDependencyLoader(true)]\n+ private void load(ISkinSource skin, TauRulesetConfigManager config)\n{\n+ config?.BindWith(TauRulesetSettings.KiaiEffect, effect);\n+ ACCENT_COLOR.Value = skin?.GetConfig<TauSkinColour, Color4>(TauSkinColour.Accent)?.Value ?? Color4Extensions.FromHex(@\"FF0040\");\n+\nRegisterPool<Beat, DrawableBeat>(10);\nRegisterPool<HardBeat, DrawableHardBeat>(5);\nRegisterPool<Slider, DrawableSlider>(3);\n-\n- ACCENT_COLOR.Value = skin.GetConfig<TauSkinColour, Color4>(TauSkinColour.Accent)?.Value ?? Color4Extensions.FromHex(@\"FF0040\");\n}\nprotected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObject)\n" } ]
C#
MIT License
taulazer/tau
Fix incorrect kiai movement on classic
664,859
23.01.2021 17:22:03
18,000
fc83874b56c1aa614ba129f2e43e689b69019a11
Fix background config not applying
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Skinning/Default/PlayfieldPiece.cs", "new_path": "osu.Game.Rulesets.Tau/Skinning/Default/PlayfieldPiece.cs", "diff": "@@ -55,7 +55,13 @@ public PlayfieldPiece()\nprivate void load(TauRulesetConfigManager config)\n{\nconfig?.BindWith(TauRulesetSettings.PlayfieldDim, playfieldDimLevel);\n- playfieldDimLevel.BindValueChanged(v => { background.FadeTo(v.NewValue, 100); }, true);\n+ playfieldDimLevel.BindValueChanged(v => { background.FadeTo(v.NewValue, 100); });\n+ }\n+\n+ protected override void LoadComplete()\n+ {\n+ base.LoadComplete();\n+ playfieldDimLevel.TriggerChange();\n}\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Fix background config not applying
664,859
11.03.2021 16:43:53
18,000
5cb026aa0066eb4f62a8c1a5bf7c5baf103b214c
Tweak particles
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TestSceneParticleSystem.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TestSceneParticleSystem.cs", "diff": "@@ -13,6 +13,9 @@ namespace osu.Game.Rulesets.Tau.Tests\n{\npublic class TestSceneParticleSystem : TestScene\n{\n+ private Circle circle;\n+ private Vortex vortex;\n+\n[BackgroundDependencyLoader]\nprivate void load()\n{\n@@ -22,23 +25,40 @@ private void load()\nRelativeSizeAxes = Axes.Both\n});\n+ vortex = new Vortex\n+ {\n+ Speed = 5,\n+ Position = new Vector2(0.1f, 0),\n+ Scale = new Vector2(20)\n+ };\n+\nvar emitter = new ParticleEmitter\n{\nRelativeSizeAxes = Axes.Both,\nVortices = new List<Vortex>\n{\n- new Vortex\n- {\n- Speed = 5,\n- Position = new Vector2(0,200)\n- }\n+ vortex\n}\n};\nAdd(emitter);\n- for (int i = 0; i < 1000; i++)\n+ Add(circle = new Circle\n{\n+ Position = emitter.Vortices[0].Position,\n+ Size = emitter.Vortices[0].Scale,\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre,\n+ Alpha = 0.25f\n+ });\n+\n+ AddSliderStep(\"Position X\", -100f, 100f, 1f, p => { vortex.Position.X = p; });\n+ AddSliderStep(\"Position Y\", -100f, 100f, 1f, p => { vortex.Position.Y = p; });\n+ AddSliderStep(\"Speed\", -10, 10, 1f, p => { vortex.Speed = p; });\n+ AddSliderStep(\"Scale\", -10, 10, 1f, p => { vortex.Scale.X = p; });\n+ AddSliderStep(\"Velocity X\", -100f, 100f, 0f, p => { vortex.Velocity.X = p; });\n+ AddSliderStep(\"Velocity Y\", -100f, 100f, 0f, p => { vortex.Velocity.Y = p; });\n+\nScheduler.AddDelayed(() =>\n{\nemitter.Add(new Particle\n@@ -46,12 +66,19 @@ private void load()\nSize = new Vector2(2),\nVelocity = new Vector2\n{\n- X = (RNG.NextSingle(0, 3f) - 1.5f) * 50,\n- Y = -(RNG.NextSingle(0, 2) + (4 * 20))\n+ X = (RNG.NextSingle(0, 3f) - 1.5f) * 80,\n+ Y = -(RNG.NextSingle(0, 5) + (8 * 20))\n}\n});\n- }, i * 5);\n+ }, 5, true);\n}\n+\n+ protected override void Update()\n+ {\n+ circle.Position = vortex.Position;\n+ circle.Size = new Vector2(vortex.Scale.X * 5);\n+\n+ base.Update();\n}\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Particles/Particle.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Particles/Particle.cs", "diff": "@@ -44,9 +44,9 @@ public Particle()\npublic void Apply(float angle, HitResult? result = null, bool slider = false)\n{\n- Position = Extensions.GetCircularPosition(RNG.NextSingle(380, 400), angle);\n- Velocity = Extensions.GetCircularPosition(RNG.NextSingle(380, 400), RNG.NextSingle(angle - 40, angle + 40));\n- Size = new Vector2(RNG.NextSingle(1, slider ? 3 : 10));\n+ Position = Extensions.GetCircularPosition(RNG.NextSingle(360, 380), angle);\n+ Velocity = Extensions.GetCircularPosition(RNG.NextSingle(200, 400), RNG.NextSingle(angle - 40, angle + 40));\n+ Size = new Vector2(RNG.NextSingle(1, 3));\nRotation = RNG.NextSingle(0, 360);\nColour = result.HasValue ? colour?.ForHitResult(result.Value) ?? Color4.White : TauPlayfield.ACCENT_COLOR.Value;\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "using osu.Framework.Graphics;\nusing osu.Framework.Graphics.Containers;\nusing osu.Framework.Graphics.Pooling;\n+using osu.Framework.Graphics.Shapes;\nusing osu.Framework.Utils;\nusing osu.Game.Beatmaps;\nusing osu.Game.Beatmaps.ControlPoints;\n@@ -36,6 +37,7 @@ namespace osu.Game.Rulesets.Tau.UI\n[Cached]\npublic class TauPlayfield : Playfield\n{\n+ private readonly Circle debugCircle;\nprivate readonly TauCursor cursor;\nprivate readonly Container judgementLayer;\nprivate readonly Container<KiaiHitExplosion> kiaiExplosionContainer;\n@@ -99,7 +101,7 @@ public TauPlayfield(BeatmapDifficulty difficulty)\nAddRangeInternal(poolDictionary.Values);\n- for (int i = 0; i < 8; i++)\n+ /*for (int i = 0; i < 8; i++)\n{\nSliderParticleEmitter.Vortices.Add(new Vortex\n{\n@@ -108,7 +110,31 @@ public TauPlayfield(BeatmapDifficulty difficulty)\nPosition = Extensions.GetCircularPosition(500f, (360 / 8) * i),\nVelocity = Extensions.GetCircularPosition(50, (360 / 8) * i)\n});\n+ }*/\n+\n+ SliderParticleEmitter.Vortices.Add(new Vortex\n+ {\n+ Speed = 10,\n+ Scale = new Vector2(10),\n+ Position = Extensions.GetCircularPosition(-40, 0),\n+ });\n+\n+ SliderParticleEmitter.Add(debugCircle = new Circle\n+ {\n+ Size = SliderParticleEmitter.Vortices[0].Scale,\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre,\n+ });\n}\n+\n+ protected override void Update()\n+ {\n+ SliderParticleEmitter.Vortices[0].Position = Extensions.GetCircularPosition(420, cursor.PaddleDrawable.Rotation);\n+ SliderParticleEmitter.Vortices[0].Velocity = new Vector2(20, -20);\n+\n+ debugCircle.Position = SliderParticleEmitter.Vortices[0].Position;\n+\n+ base.Update();\n}\nprivate void onJudgmentLoaded(DrawableTauJudgement judgement)\n@@ -205,7 +231,7 @@ private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\nswitch (effect.Value)\n{\ncase KiaiType.Turbulent:\n- for (int i = 0; i < (isHardBeat ? 50 : 10); i++)\n+ for (int i = 0; i < (isHardBeat ? 150 : 15); i++)\n{\nSliderParticleEmitter.AddParticle((isHardBeat ? RNG.NextSingle(0, 360) : angle), result.Type);\n}\n" } ]
C#
MIT License
taulazer/tau
Tweak particles
664,859
11.03.2021 16:51:10
18,000
6bea93c3d612b231bcb22e8bf5741ca2399b8123
Reduce hard beat particle count
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -231,7 +231,7 @@ private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\nswitch (effect.Value)\n{\ncase KiaiType.Turbulent:\n- for (int i = 0; i < (isHardBeat ? 150 : 15); i++)\n+ for (int i = 0; i < (isHardBeat ? 100 : 15); i++)\n{\nSliderParticleEmitter.AddParticle((isHardBeat ? RNG.NextSingle(0, 360) : angle), result.Type);\n}\n" } ]
C#
MIT License
taulazer/tau
Reduce hard beat particle count
664,874
13.03.2021 19:21:45
-3,600
12d7c131ec674d6e8e52d0aaf130fc5d75d3d6d0
Update vscode launch option
[ { "change_type": "MODIFY", "old_path": ".vscode/launch.json", "new_path": ".vscode/launch.json", "diff": "\"request\": \"launch\",\n\"program\": \"dotnet\",\n\"args\": [\n- \"${workspaceRoot}/osu.Game.Rulesets.Tau.Tests/bin/Debug/netcoreapp3.1/osu.Game.Rulesets.Tau.Tests.dll\"\n+ \"${workspaceRoot}/osu.Game.Rulesets.Tau.Tests/bin/Debug/net5.0/osu.Game.Rulesets.Tau.Tests.dll\"\n],\n\"cwd\": \"${workspaceRoot}\",\n\"preLaunchTask\": \"Build tests (Debug)\",\n\"request\": \"launch\",\n\"program\": \"dotnet\",\n\"args\": [\n- \"${workspaceRoot}/osu.Game.Rulesets.Tau.Tests/bin/Release/netcoreapp3.1/osu.Game.Rulesets.Tau.Tests.dll\"\n+ \"${workspaceRoot}/osu.Game.Rulesets.Tau.Tests/bin/Release/net5.0/osu.Game.Rulesets.Tau.Tests.dll\"\n],\n\"cwd\": \"${workspaceRoot}\",\n\"preLaunchTask\": \"Build tests (Release)\",\n" } ]
C#
MIT License
taulazer/tau
Update vscode launch option
664,859
13.03.2021 16:14:47
18,000
d210e601dba677c611e095cbe8f5ef7dd5cad6db
Apply requested CodeFactor changes.
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "diff": "@@ -196,7 +196,7 @@ protected override void UpdateAfterChildren()\nColour = TauPlayfield.ACCENT_COLOR.Value\n};\n- particle.MoveTo(Extensions.GetCircularPosition((RNG.NextSingle() * 50 + 390), angle), duration, Easing.OutQuint)\n+ particle.MoveTo(Extensions.GetCircularPosition(((RNG.NextSingle() * 50) + 390), angle), duration, Easing.OutQuint)\n.ResizeTo(new Vector2(RNG.NextSingle(0, 5)), duration, Easing.OutQuint).FadeOut(duration).Expire();\nplayfield.SliderParticleEmitter.Add(particle);\n" } ]
C#
MIT License
taulazer/tau
Apply requested CodeFactor changes.
664,859
13.03.2021 16:15:35
18,000
3d1b670ea6e35c68e7c5efb377276e370bb5b5c5
ide is being GAY
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "diff": "@@ -175,7 +175,7 @@ protected override void UpdateAfterChildren()\n{\ncase KiaiType.Turbulent:\n{\n- playfield.SliderParticleEmitter.AddParticle(angle, slider: true);\n+ playfield.SliderParticleEmitter.AddParticle(angle);\nbreak;\n}\n" } ]
C#
MIT License
taulazer/tau
ide is being GAY
664,874
16.04.2021 19:05:13
-7,200
fa280c0abbcd1c19d08d4a885d2f0c1868f9d3d0
Update code in line with obsoletions
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Configuration/TauRulesetConfigManager.cs", "new_path": "osu.Game.Rulesets.Tau/Configuration/TauRulesetConfigManager.cs", "diff": "@@ -14,10 +14,10 @@ protected override void InitialiseDefaults()\n{\nbase.InitialiseDefaults();\n- Set(TauRulesetSettings.ShowVisualizer, true);\n- Set(TauRulesetSettings.PlayfieldDim, 0.3f, 0, 1, 0.01f);\n- Set(TauRulesetSettings.BeatSize, 16f, 10, 25, 1f);\n- Set(TauRulesetSettings.KiaiEffect, KiaiType.Turbulent);\n+ SetDefault(TauRulesetSettings.ShowVisualizer, true);\n+ SetDefault(TauRulesetSettings.PlayfieldDim, 0.3f, 0, 1, 0.01f);\n+ SetDefault(TauRulesetSettings.BeatSize, 16f, 10, 25, 1f);\n+ SetDefault(TauRulesetSettings.KiaiEffect, KiaiType.Turbulent);\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Replays/TauFramedReplayInputHandler.cs", "new_path": "osu.Game.Rulesets.Tau/Replays/TauFramedReplayInputHandler.cs", "diff": "@@ -27,9 +27,7 @@ protected Vector2 Position\nif (frame == null)\nreturn Vector2.Zero;\n- Debug.Assert(CurrentTime != null);\n-\n- return NextFrame != null ? Interpolation.ValueAt(CurrentTime.Value, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time) : frame.Position;\n+ return NextFrame != null ? Interpolation.ValueAt(CurrentTime, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time) : frame.Position;\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Update code in line with obsoletions
664,859
03.05.2021 13:11:05
14,400
e1729b7f0dce489dab4e97b4a98c6f9e7117af93
Rename "Playfield" -> "Ring" for skinning "field-overlay" is now renamed to "ring-overlay" with this change, if you were working on a skin then please rename this file.
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Skinning/Legacy/TauLegacySkinTransformer.cs", "new_path": "osu.Game.Rulesets.Tau/Skinning/Legacy/TauLegacySkinTransformer.cs", "diff": "@@ -27,8 +27,8 @@ public override Drawable GetDrawableComponent(ISkinComponent component)\ncase TauSkinComponents.Handle:\nreturn Source.GetTexture(\"handle\") != null ? new LegacyHandle() : null;\n- case TauSkinComponents.Playfield:\n- return Source.GetTexture(\"field-overlay\") != null ? new LegacyPlayfield() : null;\n+ case TauSkinComponents.Ring:\n+ return Source.GetTexture(\"ring-overlay\") != null ? new LegacyPlayfield() : null;\n}\nreturn null;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauSkinComponents.cs", "new_path": "osu.Game.Rulesets.Tau/TauSkinComponents.cs", "diff": "public enum TauSkinComponents\n{\nBeat,\n- Playfield,\n+ Ring,\nHardBeat,\nHandle\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -70,7 +70,7 @@ public TauPlayfield(BeatmapDifficulty difficulty)\nOrigin = Anchor.Centre,\n},\nnew VisualisationContainer(),\n- new SkinnableDrawable(new TauSkinComponent(TauSkinComponents.Playfield), _ => new PlayfieldPiece()),\n+ new SkinnableDrawable(new TauSkinComponent(TauSkinComponents.Ring), _ => new PlayfieldPiece()),\nHitObjectContainer,\ncursor,\nkiaiExplosionContainer = new Container<KiaiHitExplosion>\n" } ]
C#
MIT License
taulazer/tau
Rename "Playfield" -> "Ring" for skinning "field-overlay" is now renamed to "ring-overlay" with this change, if you were working on a skin then please rename this file.
664,859
03.05.2021 13:27:19
14,400
18f44c55ee7f97fa262b6ae19d757edaff5a55cd
Add an extra key for `HardButton`. While I did not agree to add the extra key into the ruleset, people kept pushing me to add in the extra key. The new default for this key is "Left Shift" and "Space", since those two seems to be the most prominent keys used in Tau.
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -110,6 +110,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\nnew KeyBinding(InputKey.MouseLeft, TauAction.LeftButton),\nnew KeyBinding(InputKey.MouseRight, TauAction.RightButton),\nnew KeyBinding(InputKey.Space, TauAction.HardButton),\n+ new KeyBinding(InputKey.LShift, TauAction.HardButton),\n};\npublic override StatisticRow[] CreateStatisticsForScore(ScoreInfo score, IBeatmap playableBeatmap) => new[]\n" } ]
C#
MIT License
taulazer/tau
Add an extra key for `HardButton`. While I did not agree to add the extra key into the ruleset, people kept pushing me to add in the extra key. The new default for this key is "Left Shift" and "Space", since those two seems to be the most prominent keys used in Tau.
664,859
05.05.2021 19:41:40
14,400
5b2fc28619206bb01f083e4d544c2f5406f46623
Start working on ResumeOverlay
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/DrawableTauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/UI/DrawableTauRuleset.cs", "diff": "using osu.Game.Rulesets.Tau.Replays;\nusing osu.Game.Rulesets.UI;\nusing osu.Game.Scoring;\n+using osu.Game.Screens.Play;\nnamespace osu.Game.Rulesets.Tau.UI\n{\n@@ -21,6 +22,8 @@ public DrawableTauRuleset(TauRuleset ruleset, IBeatmap beatmap, IReadOnlyList<Mo\n{\n}\n+ protected override ResumeOverlay CreateResumeOverlay() => new TauResumeOverlay(Beatmap.BeatmapInfo.BaseDifficulty);\n+\nprotected override Playfield CreatePlayfield() => new TauPlayfield(Beatmap.BeatmapInfo.BaseDifficulty);\nprotected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new TauFramedReplayInputHandler(replay);\n" } ]
C#
MIT License
taulazer/tau
Start working on ResumeOverlay
664,859
05.05.2021 19:46:40
14,400
eaf15b2522a53e00b423c9ff09989c12771acb25
Rename all instances of "field-overlay" to "ring-overlay"
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Skinning/Legacy/LegacyPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/Skinning/Legacy/LegacyPlayfield.cs", "diff": "@@ -35,7 +35,7 @@ private void load(ISkinSource skin, TauRulesetConfigManager config)\nOrigin = Anchor.Centre,\nRelativeSizeAxes = Axes.Both,\nFillMode = FillMode.Fit,\n- Texture = skin.GetTexture(\"field-overlay\")\n+ Texture = skin.GetTexture(\"ring-overlay\")\n}\n});\n" } ]
C#
MIT License
taulazer/tau
Rename all instances of "field-overlay" to "ring-overlay"
664,859
05.05.2021 19:47:45
14,400
084ede8ca6a2f63a77085127022715bba82d0061
Change `SimultaneousBindingMode` to `All`
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauInputManager.cs", "new_path": "osu.Game.Rulesets.Tau/TauInputManager.cs", "diff": "@@ -25,7 +25,7 @@ protected override KeyBindingContainer<TauAction> CreateKeyBindingContainer(Rule\n=> new TauKeyBindingContainer(ruleset, variant, unique);\npublic TauInputManager(RulesetInfo ruleset)\n- : base(ruleset, 0, SimultaneousBindingMode.Unique)\n+ : base(ruleset, 0, SimultaneousBindingMode.All)\n{\n}\n" } ]
C#
MIT License
taulazer/tau
Change `SimultaneousBindingMode` to `All`
664,874
14.05.2021 15:22:35
-7,200
857e076d639451df1bd438f6f953fd5b0197d7e0
Give second hard beat button a unique action
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModRelax.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModRelax.cs", "diff": "@@ -111,7 +111,7 @@ private void addAction(bool hitting, bool hardhit = false)\n{\nif (hardhit)\n{\n- state.PressedActions.Add(TauAction.HardButton);\n+ state.PressedActions.Add(TauAction.HardButton1);\n}\nelse\n{\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs", "diff": "@@ -17,7 +17,8 @@ public class DrawableHardBeat : DrawableTauHitObject, IKeyBindingHandler<TauActi\n{\nprotected override TauAction[] HitActions { get; set; } = new[]\n{\n- TauAction.HardButton\n+ TauAction.HardButton1,\n+ TauAction.HardButton2\n};\npublic SkinnableDrawable Circle;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs", "new_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs", "diff": "@@ -78,7 +78,7 @@ public override Replay Generate()\nbreak;\ncase HardBeat _:\n- Replay.Frames.Add(new TauReplayFrame(h.StartTime, ((TauReplayFrame)Replay.Frames.Last()).Position, TauAction.HardButton));\n+ Replay.Frames.Add(new TauReplayFrame(h.StartTime, ((TauReplayFrame)Replay.Frames.Last()).Position, TauAction.HardButton1));\nReplay.Frames.Add(new TauReplayFrame(h.StartTime + releaseDelay, ((TauReplayFrame)Replay.Frames.Last()).Position));\nlastTime = h.GetEndTime() + releaseDelay;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Replays/TauReplayFrame.cs", "new_path": "osu.Game.Rulesets.Tau/Replays/TauReplayFrame.cs", "diff": "@@ -29,7 +29,8 @@ public void FromLegacy(LegacyReplayFrame currentFrame, IBeatmap beatmap, ReplayF\nif (currentFrame.MouseLeft1) Actions.Add(TauAction.LeftButton);\nif (currentFrame.MouseRight1) Actions.Add(TauAction.RightButton);\n- if (currentFrame.MouseLeft2) Actions.Add(TauAction.HardButton);\n+ if (currentFrame.MouseLeft2) Actions.Add(TauAction.HardButton1);\n+ if (currentFrame.MouseRight2) Actions.Add(TauAction.HardButton2);\n}\npublic LegacyReplayFrame ToLegacy(IBeatmap beatmap)\n@@ -38,7 +39,8 @@ public LegacyReplayFrame ToLegacy(IBeatmap beatmap)\nif (Actions.Contains(TauAction.LeftButton)) state |= ReplayButtonState.Left1;\nif (Actions.Contains(TauAction.RightButton)) state |= ReplayButtonState.Right1;\n- if (Actions.Contains(TauAction.HardButton)) state |= ReplayButtonState.Left2;\n+ if (Actions.Contains(TauAction.HardButton1)) state |= ReplayButtonState.Left2;\n+ if (Actions.Contains(TauAction.HardButton2)) state |= ReplayButtonState.Right2;\nreturn new LegacyReplayFrame(Time, Position.X, Position.Y, state);\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauInputManager.cs", "new_path": "osu.Game.Rulesets.Tau/TauInputManager.cs", "diff": "@@ -25,7 +25,7 @@ protected override KeyBindingContainer<TauAction> CreateKeyBindingContainer(Rule\n=> new TauKeyBindingContainer(ruleset, variant, unique);\npublic TauInputManager(RulesetInfo ruleset)\n- : base(ruleset, 0, SimultaneousBindingMode.All)\n+ : base(ruleset, 0, SimultaneousBindingMode.Unique)\n{\n}\n@@ -62,7 +62,10 @@ public enum TauAction\n[Description(\"Right tick button\")]\nRightButton,\n- [Description(\"Hard beat button\")]\n- HardButton\n+ [Description(\"Hard beat button 1\")]\n+ HardButton1,\n+\n+ [Description(\"Hard beat button 2\")]\n+ HardButton2,\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -109,8 +109,8 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\nnew KeyBinding(InputKey.X, TauAction.RightButton),\nnew KeyBinding(InputKey.MouseLeft, TauAction.LeftButton),\nnew KeyBinding(InputKey.MouseRight, TauAction.RightButton),\n- new KeyBinding(InputKey.Space, TauAction.HardButton),\n- new KeyBinding(InputKey.LShift, TauAction.HardButton),\n+ new KeyBinding(InputKey.Space, TauAction.HardButton1),\n+ new KeyBinding(InputKey.LShift, TauAction.HardButton2),\n};\npublic override StatisticRow[] CreateStatisticsForScore(ScoreInfo score, IBeatmap playableBeatmap) => new[]\n" } ]
C#
MIT License
taulazer/tau
Give second hard beat button a unique action
664,874
22.05.2021 19:17:54
-7,200
6f5b31ac5557b5f759a3630e4b4d5e96d11a045b
Change stuff in-line with the bump
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/BeatSelectionBlueprint.cs", "new_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/BeatSelectionBlueprint.cs", "diff": "@@ -12,11 +12,10 @@ namespace osu.Game.Rulesets.Tau.Edit.Blueprints\npublic class BeatSelectionBlueprint : TauSelectionBlueprint<Beat>\n{\nprotected new DrawableBeat DrawableObject => (DrawableBeat)base.DrawableObject;\n-\nprotected readonly HitPiece SelectionPiece;\nprotected readonly Box Distance;\n- public BeatSelectionBlueprint(DrawableBeat hitObject)\n+ public BeatSelectionBlueprint(Beat hitObject)\n: base(hitObject)\n{\nInternalChildren = new Drawable[]\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/HardBeatSelectionBlueprint.cs", "new_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/HardBeatSelectionBlueprint.cs", "diff": "@@ -11,7 +11,7 @@ public class HardBeatSelectionBlueprint : TauSelectionBlueprint<HardBeat>\nprotected readonly HitPiece SelectionPiece;\n- public HardBeatSelectionBlueprint(DrawableHardBeat hitObject)\n+ public HardBeatSelectionBlueprint(HardBeat hitObject)\n: base(hitObject)\n{\nInternalChild = SelectionPiece = new HitPiece();\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/TauSelectionBlueprint.cs", "new_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/TauSelectionBlueprint.cs", "diff": "namespace osu.Game.Rulesets.Tau.Edit.Blueprints\n{\n- public class TauSelectionBlueprint<T> : OverlaySelectionBlueprint\n+ public class TauSelectionBlueprint<T> : HitObjectSelectionBlueprint<T>\nwhere T : TauHitObject\n{\nprotected new T HitObject => (T)DrawableObject.HitObject;\n@@ -15,8 +15,8 @@ public class TauSelectionBlueprint<T> : OverlaySelectionBlueprint\nprotected override bool ShouldBeAlive =>\n(DrawableObject.IsAlive && DrawableObject.IsPresent) || (AlwaysShowWhenSelected && State == SelectionState.Selected);\n- protected TauSelectionBlueprint(DrawableHitObject drawableObject)\n- : base(drawableObject)\n+ protected TauSelectionBlueprint(T hitObject)\n+ : base(hitObject)\n{\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Edit/TauBlueprintContainer.cs", "new_path": "osu.Game.Rulesets.Tau/Edit/TauBlueprintContainer.cs", "diff": "using osu.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.Edit.Blueprints;\n+using osu.Game.Rulesets.Tau.Objects;\nusing osu.Game.Rulesets.Tau.Objects.Drawables;\nusing osu.Game.Screens.Edit.Compose.Components;\n@@ -16,18 +17,18 @@ public TauBlueprintContainer(HitObjectComposer composer)\nprotected override SelectionHandler<HitObject> CreateSelectionHandler() => new TauSelectionHandler();\n- public override OverlaySelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject)\n+ public override HitObjectSelectionBlueprint CreateHitObjectBlueprintFor(HitObject hitObject)\n{\nswitch (hitObject)\n{\n- case DrawableBeat beat:\n+ case Beat beat:\nreturn new BeatSelectionBlueprint(beat);\n- case DrawableHardBeat hardBeat:\n+ case HardBeat hardBeat:\nreturn new HardBeatSelectionBlueprint(hardBeat);\n}\n- return base.CreateBlueprintFor(hitObject);\n+ return base.CreateHitObjectBlueprintFor(hitObject);\n}\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs", "diff": "@@ -57,8 +57,9 @@ protected override void ApplyNormalVisibilityState(DrawableHitObject drawable, A\nbreak;\n}\n-\n- base.ApplyNormalVisibilityState(drawable, state);\n+ }\n+ protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)\n+ {\n}\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Change stuff in-line with the bump
664,874
22.05.2021 19:27:24
-7,200
ec2ed395f37865c245628c9e79534bbdda769fb1
Add no-op slider blueprint
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Edit/TauBlueprintContainer.cs", "new_path": "osu.Game.Rulesets.Tau/Edit/TauBlueprintContainer.cs", "diff": "@@ -26,6 +26,9 @@ public override HitObjectSelectionBlueprint CreateHitObjectBlueprintFor(HitObjec\ncase HardBeat hardBeat:\nreturn new HardBeatSelectionBlueprint(hardBeat);\n+\n+ case Slider slider:\n+ return new SliderSelectionBlueprint(slider);\n}\nreturn base.CreateHitObjectBlueprintFor(hitObject);\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "diff": "@@ -10,7 +10,7 @@ public class Slider : TauHitObject, IHasDuration\npublic double Duration\n{\nget => Nodes.Max(n => n.Time);\n- set => throw new NotSupportedException();\n+ set { }\n}\npublic double EndTime => StartTime + Duration;\n" } ]
C#
MIT License
taulazer/tau
Add no-op slider blueprint
664,874
02.06.2021 19:04:15
-7,200
18af8fe0b915a629fb424e477f2c4c9e667c9d68
Update tests slightly in line with bump
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneBeat.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneBeat.cs", "diff": "@@ -17,10 +17,10 @@ public class TestSceneBeat : TauSkinnableTestScene\npublic TestSceneBeat()\n{\n- AddStep(\"Miss Single\", () => SetContents(() => testSingle()));\n- AddStep(\"Hit Single\", () => SetContents(() => testSingle(true)));\n- AddStep(\"Miss Stream\", () => SetContents(() => testStream()));\n- AddStep(\"Hit Stream\", () => SetContents(() => testStream(true)));\n+ AddStep(\"Miss Single\", () => SetContents(_ => testSingle()));\n+ AddStep(\"Hit Single\", () => SetContents(_ => testSingle(true)));\n+ AddStep(\"Miss Stream\", () => SetContents(_ => testStream()));\n+ AddStep(\"Hit Stream\", () => SetContents(_ => testStream(true)));\nAddUntilStep(\"Wait for object despawn\", () => !Children.Any(h => h is DrawableTauHitObject hitObject && hitObject.AllJudged == false));\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneHardBeats.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneHardBeats.cs", "diff": "@@ -18,8 +18,8 @@ public class TestSceneHardBeat : TauSkinnableTestScene\npublic TestSceneHardBeat()\n{\n- AddStep(\"Miss Single\", () => SetContents(() => testSingle()));\n- AddStep(\"Hit Single\", () => SetContents(() => testSingle(true)));\n+ AddStep(\"Miss Single\", () => SetContents(_ => testSingle()));\n+ AddStep(\"Hit Single\", () => SetContents(_ => testSingle(true)));\nAddUntilStep(\"Wait for object despawn\", () => !Children.Any(h => h is DrawableTauHitObject && (h as DrawableTauHitObject).AllJudged == false));\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneSlider.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneSlider.cs", "diff": "@@ -16,8 +16,8 @@ public class TestSceneSlider : TauSkinnableTestScene\npublic TestSceneSlider()\n{\n- AddStep(\"Miss Single\", () => SetContents(() => testSingle()));\n- AddStep(\"Hit Single\", () => SetContents(() => testSingle(true)));\n+ AddStep(\"Miss Single\", () => SetContents(_ => testSingle()));\n+ AddStep(\"Hit Single\", () => SetContents(_ => testSingle(true)));\nAddUntilStep(\"Wait for object despawn\", () => !Children.Any(h => h is DrawableTauHitObject hitObject && hitObject.AllJudged == false));\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TestSceneKiai.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TestSceneKiai.cs", "diff": "@@ -10,10 +10,10 @@ public class TestSceneKiai : TauSkinnableTestScene\n{\npublic TestSceneKiai()\n{\n- AddStep(\"Hit Single\", () => SetContents(() => testSingle()));\n- AddStep(\"Hit Stream\", () => SetContents(testMultiple));\n+ AddStep(\"Hit Single\", () => SetContents(_ => testSingle()));\n+ AddStep(\"Hit Stream\", () => SetContents(_ => testMultiple()));\n- AddStep(\"Hit hard beat\", () => SetContents(() => new Container\n+ AddStep(\"Hit hard beat\", () => SetContents(_ => new Container\n{\nRelativeSizeAxes = Axes.Both,\nFillAspectRatio = 1,\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TestSceneTauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TestSceneTauPlayfield.cs", "diff": "@@ -21,7 +21,7 @@ public TestSceneTauPlayfield()\nBeatmap.Value.Track.Start();\n});\n- AddStep(\"Load playfield\", () => SetContents(() => new TauPlayfield(Beatmap.Value.BeatmapInfo.BaseDifficulty)\n+ AddStep(\"Load playfield\", () => SetContents(_ => new TauPlayfield(Beatmap.Value.BeatmapInfo.BaseDifficulty)\n{\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\n" } ]
C#
MIT License
taulazer/tau
Update tests slightly in line with bump
664,874
08.06.2021 20:35:19
-7,200
d1f65423fb3cb71c7846d678df2e6fd1882d906e
Resolve breaking changes
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs", "diff": "@@ -55,7 +55,7 @@ private void load(TauRulesetConfigManager config)\nAlpha = 0.05f,\nChildren = new Drawable[]\n{\n- new SkinnableDrawable(new TauSkinComponent(TauSkinComponents.Beat), _ => new BeatPiece(), null, ConfineMode.ScaleToFit),\n+ new SkinnableDrawable(new TauSkinComponent(TauSkinComponents.Beat), _ => new BeatPiece(), ConfineMode.ScaleToFit),\nIntersectArea = new Container\n{\nSize = new Vector2(16),\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs", "diff": "@@ -42,7 +42,7 @@ private void load()\nSize = Vector2.Zero;\nAlpha = 0f;\n- AddInternal(Circle = new SkinnableDrawable(new TauSkinComponent(TauSkinComponents.HardBeat), _ => new HardBeatPiece(), null, ConfineMode.ScaleToFit));\n+ AddInternal(Circle = new SkinnableDrawable(new TauSkinComponent(TauSkinComponents.HardBeat), _ => new HardBeatPiece(), ConfineMode.ScaleToFit));\nPosition = Vector2.Zero;\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/SkinnableLighting.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/SkinnableLighting.cs", "diff": "@@ -15,9 +15,9 @@ public SkinnableLighting()\n{\n}\n- protected override void SkinChanged(ISkinSource skin, bool allowFallback)\n+ protected override void SkinChanged(ISkinSource skin)\n{\n- base.SkinChanged(skin, allowFallback);\n+ base.SkinChanged(skin);\nupdateColour();\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauDifficultyCalculator.cs", "new_path": "osu.Game.Rulesets.Tau/TauDifficultyCalculator.cs", "diff": "@@ -26,6 +26,6 @@ public TauDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)\nprotected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) => Array.Empty<DifficultyHitObject>();\n- protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => Array.Empty<Skill>();\n+ protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => Array.Empty<Skill>();\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "diff": "@@ -96,7 +96,7 @@ public Paddle(float angleRange)\nInnerRadius = 0.05f,\nRotation = -angleRange / 2,\n},\n- new SkinnableDrawable(new TauSkinComponent(TauSkinComponents.Handle), _ => new HandlePiece(), null, ConfineMode.ScaleToFit)\n+ new SkinnableDrawable(new TauSkinComponent(TauSkinComponents.Handle), _ => new HandlePiece(), ConfineMode.ScaleToFit)\n}\n}\n};\n" } ]
C#
MIT License
taulazer/tau
Resolve breaking changes
664,874
11.06.2021 21:08:56
-7,200
cf8b13688adf2e557d02cd5ca2fa17cfcca42495
Update mods in line with osu change
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModAutoHold.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModAutoHold.cs", "diff": "@@ -13,7 +13,8 @@ public class TauModAutoHold : Mod\npublic override ModType Type => ModType.DifficultyReduction;\npublic override string Description => @\"Hold beat will automatically be completed.\";\npublic override double ScoreMultiplier => 0.9;\n- public override bool Ranked => true;\n+\n+ public override bool HasImplementation => false;\npublic override Type[] IncompatibleMods => new[] { typeof(ModAutoplay) };\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModBlinds.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModBlinds.cs", "diff": "@@ -24,8 +24,6 @@ public class TauModBlinds : Mod, IApplicableToDrawableRuleset<TauHitObject>, IAp\npublic override IconUsage? Icon => FontAwesome.Solid.Adjust;\npublic override ModType Type => ModType.DifficultyIncrease;\n- public override bool Ranked => false;\n-\npublic override double ScoreMultiplier => 1.12;\nprivate DrawableTauBlinds blinds;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModHardRock.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModHardRock.cs", "diff": "@@ -7,7 +7,6 @@ namespace osu.Game.Rulesets.Tau.Mods\npublic class TauModHardRock : ModHardRock, IApplicableToHitObject\n{\npublic override double ScoreMultiplier => 1.06;\n- public override bool Ranked => true;\npublic void ApplyToHitObject(HitObject hitObject)\n{\n" } ]
C#
MIT License
taulazer/tau
Update mods in line with osu change
664,874
19.06.2021 18:31:12
-7,200
9dc5a510065395e090e49f7085c88404ef25c3a7
Use singular ApplyToDrawableHitObject
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs", "diff": "@@ -19,12 +19,11 @@ public class TauModHidden : ModHidden\npublic override bool HasImplementation => false;\n- public override void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)\n+ public override void ApplyToDrawableHitObject(DrawableHitObject drawableHitObject)\n{\n- foreach (var d in drawables)\n- d.HitObjectApplied += applyFadeInAdjustment;\n+ drawableHitObject.HitObjectApplied += applyFadeInAdjustment;\n- base.ApplyToDrawableHitObjects(drawables);\n+ base.ApplyToDrawableHitObject(drawableHitObject);\n}\nprivate void applyFadeInAdjustment(DrawableHitObject hitObject)\n" } ]
C#
MIT License
taulazer/tau
Use singular ApplyToDrawableHitObject
664,874
19.07.2021 23:40:57
-7,200
22da8be5abe931190d986043c287a199d7ab5fe6
Fix accumulated breaking changes
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModDifficultyAdjust.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModDifficultyAdjust.cs", "diff": "@@ -27,14 +27,6 @@ public class TauModDifficultyAdjust : ModDifficultyAdjust\nValue = 5,\n};\n- protected override void TransferSettings(BeatmapDifficulty difficulty)\n- {\n- base.TransferSettings(difficulty);\n-\n- TransferSetting(PaddleSize, difficulty.CircleSize);\n- TransferSetting(ApproachRate, difficulty.ApproachRate);\n- }\n-\nprotected override void ApplySettings(BeatmapDifficulty difficulty)\n{\nbase.ApplySettings(difficulty);\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Skinning/Legacy/TauLegacySkinTransformer.cs", "new_path": "osu.Game.Rulesets.Tau/Skinning/Legacy/TauLegacySkinTransformer.cs", "diff": "@@ -6,7 +6,7 @@ namespace osu.Game.Rulesets.Tau.Skinning.Legacy\n{\npublic class TauLegacySkinTransformer : LegacySkinTransformer\n{\n- public TauLegacySkinTransformer(ISkinSource source)\n+ public TauLegacySkinTransformer(ISkin source)\n: base(source)\n{\n}\n@@ -19,16 +19,16 @@ public override Drawable GetDrawableComponent(ISkinComponent component)\nswitch (tauComponent.Component)\n{\ncase TauSkinComponents.Beat:\n- return Source.GetTexture(\"beat\") != null ? new LegacyBeat() : null;\n+ return Skin.GetTexture(\"beat\") != null ? new LegacyBeat() : null;\ncase TauSkinComponents.HardBeat:\n- return Source.GetTexture(\"hard-beat\") != null ? new LegacyHardBeat() : null;\n+ return Skin.GetTexture(\"hard-beat\") != null ? new LegacyHardBeat() : null;\ncase TauSkinComponents.Handle:\n- return Source.GetTexture(\"handle\") != null ? new LegacyHandle() : null;\n+ return Skin.GetTexture(\"handle\") != null ? new LegacyHandle() : null;\ncase TauSkinComponents.Ring:\n- return Source.GetTexture(\"ring-overlay\") != null ? new LegacyPlayfield() : null;\n+ return Skin.GetTexture(\"ring-overlay\") != null ? new LegacyPlayfield() : null;\n}\nreturn null;\n@@ -39,10 +39,10 @@ public override Drawable GetDrawableComponent(ISkinComponent component)\nswitch (lookup)\n{\ncase TauSkinColour colour:\n- return Source.GetConfig<SkinCustomColourLookup, TValue>(new SkinCustomColourLookup(colour));\n+ return Skin.GetConfig<SkinCustomColourLookup, TValue>(new SkinCustomColourLookup(colour));\n}\n- return Source.GetConfig<TLookup, TValue>(lookup);\n+ return Skin.GetConfig<TLookup, TValue>(lookup);\n}\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -146,7 +146,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\npublic override IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => new BeatmapProcessor(beatmap);\n- public override ISkin CreateLegacySkinProvider(ISkinSource source, IBeatmap beatmap) => new TauLegacySkinTransformer(source);\n+ public override ISkin CreateLegacySkinProvider(ISkin source, IBeatmap beatmap) => new TauLegacySkinTransformer(source);\nprotected override IEnumerable<HitResult> GetValidHitResults()\n{\n" } ]
C#
MIT License
taulazer/tau
Fix accumulated breaking changes
664,874
25.07.2021 00:29:25
-7,200
cc6ad269c6d89c29939db490d7bf4ab737392b08
Address IHasComboInformation interface changes
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/TauHitObject.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/TauHitObject.cs", "diff": "@@ -36,6 +36,14 @@ public int ComboOffset\nset => ComboOffsetBindable.Value = value;\n}\n+ public Bindable<int> ComboIndexWithOffsetsBindable { get; } = new Bindable<int>();\n+\n+ public int ComboIndexWithOffsets\n+ {\n+ get => ComboIndexWithOffsetsBindable.Value;\n+ set => ComboIndexWithOffsetsBindable.Value = value;\n+ }\n+\npublic Bindable<int> IndexInCurrentComboBindable { get; } = new Bindable<int>();\npublic virtual int IndexInCurrentCombo\n" } ]
C#
MIT License
taulazer/tau
Address IHasComboInformation interface changes
664,859
03.08.2021 12:30:45
14,400
18f147d179537324eea71fdcd4e9e3d1dbd3c56b
Adjust fade-out time for Sliders.
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs", "diff": "using System.Collections.Generic;\nusing osu.Framework.Graphics;\nusing osu.Game.Rulesets.Mods;\n+using osu.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Objects.Drawables;\n+using osu.Game.Rulesets.Tau.Objects;\nusing osu.Game.Rulesets.Tau.Objects.Drawables;\nnamespace osu.Game.Rulesets.Tau.Mods\n@@ -17,7 +19,7 @@ public class TauModHidden : ModHidden\nprivate const double fade_in_duration_multiplier = 0.4;\nprivate const double fade_out_duration_multiplier = 0.3;\n- public override bool HasImplementation => false;\n+ protected override bool IsFirstAdjustableObject(HitObject hitObject) => !(hitObject is HardBeat);\npublic override void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)\n{\n@@ -46,18 +48,29 @@ protected override void ApplyNormalVisibilityState(DrawableHitObject drawable, A\nvar h = d.HitObject;\nvar fadeOutStartTime = h.StartTime - h.TimePreempt + h.TimeFadeIn;\n- var fadeOutDuration = h.TimePreempt * fade_out_duration_multiplier;\n+ double fadeOutDuration = 0;\n// future proofing yet again.\nswitch (drawable)\n{\n+ case DrawableSlider slider:\n+ fadeOutDuration = h.TimePreempt + slider.HitObject.Duration * fade_out_duration_multiplier;\n+\n+ using (drawable.BeginAbsoluteSequence(fadeOutStartTime))\n+ slider.FadeOut(fadeOutDuration);\n+\n+ break;\n+\ncase DrawableTauHitObject beat:\n+ fadeOutDuration = h.TimePreempt * fade_out_duration_multiplier;\n+\nusing (drawable.BeginAbsoluteSequence(fadeOutStartTime, true))\nbeat.FadeOut(fadeOutDuration);\nbreak;\n}\n}\n+\nprotected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)\n{\n}\n" } ]
C#
MIT License
taulazer/tau
Adjust fade-out time for Sliders.
664,859
03.08.2021 12:32:44
14,400
eed22939dab857cc61dd70c86e46fef9da78ed2f
all my homies hate codefactor
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs", "diff": "@@ -54,7 +54,7 @@ protected override void ApplyNormalVisibilityState(DrawableHitObject drawable, A\nswitch (drawable)\n{\ncase DrawableSlider slider:\n- fadeOutDuration = h.TimePreempt + slider.HitObject.Duration * fade_out_duration_multiplier;\n+ fadeOutDuration = (h.TimePreempt + slider.HitObject.Duration) * fade_out_duration_multiplier;\nusing (drawable.BeginAbsoluteSequence(fadeOutStartTime))\nslider.FadeOut(fadeOutDuration);\n" } ]
C#
MIT License
taulazer/tau
all my homies hate codefactor
664,859
03.08.2021 13:02:28
14,400
4542aac219095014b73da253e4454eaa3c7d28f0
Increase slider visibility up to 50%
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs", "diff": "@@ -54,7 +54,7 @@ protected override void ApplyNormalVisibilityState(DrawableHitObject drawable, A\nswitch (drawable)\n{\ncase DrawableSlider slider:\n- fadeOutDuration = (h.TimePreempt + slider.HitObject.Duration) * fade_out_duration_multiplier;\n+ fadeOutDuration = (h.TimePreempt + slider.HitObject.Duration) * 0.5;\nusing (drawable.BeginAbsoluteSequence(fadeOutStartTime))\nslider.FadeOut(fadeOutDuration);\n" } ]
C#
MIT License
taulazer/tau
Increase slider visibility up to 50%
664,859
03.08.2021 13:35:55
14,400
7ea06bee22305387977f28075e7088b1846a1699
Remove ignorance of hard beats
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs", "diff": "@@ -19,8 +19,6 @@ public class TauModHidden : ModHidden\nprivate const double fade_in_duration_multiplier = 0.4;\nprivate const double fade_out_duration_multiplier = 0.3;\n- protected override bool IsFirstAdjustableObject(HitObject hitObject) => !(hitObject is HardBeat);\n-\npublic override void ApplyToDrawableHitObject(DrawableHitObject drawableHitObject)\n{\ndrawableHitObject.HitObjectApplied += applyFadeInAdjustment;\n" } ]
C#
MIT License
taulazer/tau
Remove ignorance of hard beats
664,859
03.08.2021 16:20:44
14,400
b2b9fe715ae6b66e9bee709f2b350b2da677ba1a
Implement HitSounds for Sliders. This also implements Slider heads which is required to make the HitSounds work properly.
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "diff": "using System.Collections.Generic;\nusing System.Linq;\nusing System.Threading;\n+using osu.Framework.Bindables;\nusing osu.Framework.Extensions.IEnumerableExtensions;\nusing osu.Game.Audio;\nusing osu.Game.Beatmaps;\n@@ -64,9 +65,10 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\n{\nSamples = sample,\nStartTime = original.StartTime,\n+ NodeSamples = pathData.NodeSamples,\nNewCombo = comboData?.NewCombo ?? false,\nComboOffset = comboData?.ComboOffset ?? 0,\n- Nodes = nodes.ToArray(),\n+ Nodes = new BindableList<SliderNode>(nodes),\n}.Yield();\ndefault:\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -130,7 +130,9 @@ private void load(ISkinSource skin, TauRulesetConfigManager config)\nRegisterPool<Beat, DrawableBeat>(10);\nRegisterPool<HardBeat, DrawableHardBeat>(5);\n+\nRegisterPool<Slider, DrawableSlider>(3);\n+ RegisterPool<SliderHeadBeat, DrawableSliderHead>(3);\n}\nprotected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObject)\n" } ]
C#
MIT License
taulazer/tau
Implement HitSounds for Sliders. This also implements Slider heads which is required to make the HitSounds work properly.
664,859
03.08.2021 16:43:10
14,400
128dc3d16de931c98a5e625e24a45e12940abbd5
Fix slider test scene crashing from null reference.
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "diff": "@@ -54,6 +54,6 @@ private void updateNestedSamples()\nprotected override HitWindows CreateHitWindows() => HitWindows.Empty;\npublic int RepeatCount { get; set; }\n- public List<IList<HitSampleInfo>> NodeSamples { get; set; }\n+ public List<IList<HitSampleInfo>> NodeSamples { get; set; } = new List<IList<HitSampleInfo>>();\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Fix slider test scene crashing from null reference.
664,874
04.08.2021 14:52:38
-7,200
5196379aede8228fc5e9d104b8fe08f928edc299
Add PlayfieldMaskContainer
[ { "change_type": "ADD", "old_path": null, "new_path": "osu.Game.Rulesets.Tau.Tests/TestScenePlayfieldMask.cs", "diff": "+using osu.Framework.Allocation;\n+using osu.Framework.Graphics;\n+using osu.Framework.Platform;\n+using osu.Game.Rulesets.Tau.UI;\n+using osu.Game.Tests.Visual;\n+\n+namespace osu.Game.Rulesets.Tau.Tests\n+{\n+ public class TestScenePlayfieldMask : OsuTestScene\n+ {\n+ protected override Ruleset CreateRuleset() => new TauRuleset();\n+\n+ public TestScenePlayfieldMask()\n+ {\n+ Add(new PlayfieldMaskDrawable()\n+ {\n+ RelativeSizeAxes = Axes.Both,\n+ });\n+ }\n+ }\n+}\n" }, { "change_type": "ADD", "old_path": null, "new_path": "osu.Game.Rulesets.Tau/Resources/Shaders/sh_PlayfieldMask.fs", "diff": "+varying highp vec2 v_Position;\n+varying lowp vec4 v_Colour;\n+\n+uniform highp vec2 aperturePos;\n+uniform highp vec2 apertureSize;\n+\n+const mediump float smoothness = 2;\n+\n+// highp precision is necessary for vertex positions to prevent catastrophic failure on GL_ES platforms\n+lowp vec4 getColourAt(highp vec2 diff, highp vec2 size, lowp vec4 originalColour)\n+{\n+ highp float dist = length(diff);\n+ highp float flashlightRadius = length(size);\n+\n+ return originalColour * vec4(1.0, 1.0, 1.0, smoothstep(flashlightRadius, flashlightRadius * smoothness, dist));\n+}\n+\n+void main(void)\n+{\n+ gl_FragColor = mix(getColourAt(aperturePos - v_Position, apertureSize, v_Colour), vec4(0, 0.0, 0, 1.0), 0);\n+}\n" }, { "change_type": "ADD", "old_path": null, "new_path": "osu.Game.Rulesets.Tau/UI/PlayfieldMask.cs", "diff": "+using System;\n+using osu.Framework.Allocation;\n+using osu.Framework.Graphics;\n+using osu.Framework.Graphics.Batches;\n+using osu.Framework.Graphics.Containers;\n+using osu.Framework.Graphics.OpenGL.Vertices;\n+using osu.Framework.Graphics.Primitives;\n+using osu.Framework.Graphics.Shaders;\n+using osu.Framework.Graphics.Textures;\n+using osu.Framework.Input.Events;\n+using osu.Game.Graphics.OpenGL.Vertices;\n+using osuTK;\n+\n+namespace osu.Game.Rulesets.Tau.UI\n+{\n+ public class PlayfieldMaskingContainer : CompositeDrawable\n+ {\n+ private readonly PlayfieldMaskDrawable cover;\n+\n+ public PlayfieldMaskingContainer(Drawable content)\n+ {\n+ RelativeSizeAxes = Axes.Both;\n+\n+ InternalChild = new BufferedContainer\n+ {\n+ RelativeSizeAxes = Axes.Both,\n+ Children = new[]\n+ {\n+ content,\n+ new Container\n+ {\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre,\n+ RelativeSizeAxes = Axes.Both,\n+ Blending = new BlendingParameters\n+ {\n+ // Don't change the destination colour.\n+ RGBEquation = BlendingEquation.Add,\n+ Source = BlendingType.Zero,\n+ Destination = BlendingType.One,\n+ // Subtract the cover's alpha from the destination (points with alpha 1 should make the destination completely transparent).\n+ AlphaEquation = BlendingEquation.Add,\n+ SourceAlpha = BlendingType.Zero,\n+ DestinationAlpha = BlendingType.OneMinusSrcAlpha\n+ },\n+ Child = cover = new PlayfieldMaskDrawable(){\n+ Coverage = 0.5f\n+ }\n+ }\n+ }\n+ };\n+ }\n+ }\n+ public class PlayfieldMaskDrawable : Drawable\n+ {\n+ private IShader shader;\n+\n+ protected override DrawNode CreateDrawNode() => new PlayfieldMaskDrawNode(this);\n+\n+ [BackgroundDependencyLoader]\n+ private void load(ShaderManager shaderManager)\n+ {\n+ RelativeSizeAxes = Axes.Both;\n+ Anchor = Origin = Anchor.Centre;\n+ shader = shaderManager.Load(\"PositionAndColour\", \"PlayfieldMask\");\n+ }\n+\n+ private Vector2 apertureSize;\n+\n+ protected Vector2 ApertureSize\n+ {\n+ get => apertureSize;\n+ set\n+ {\n+ if (apertureSize == value) return;\n+\n+ apertureSize = value;\n+ Invalidate(Invalidation.DrawNode);\n+ }\n+ }\n+\n+ /// <summary>\n+ /// The relative area that should be completely covered. This does not include the fade.\n+ /// </summary>\n+ public float Coverage\n+ {\n+ set\n+ {\n+ ApertureSize = new Vector2(0, TauPlayfield.BASE_SIZE.Y / 2 * value);\n+ }\n+ }\n+\n+ public Vector2 AperturePosition => ToParentSpace(OriginPosition);\n+\n+ private class PlayfieldMaskDrawNode : DrawNode\n+ {\n+ protected new PlayfieldMaskDrawable Source => (PlayfieldMaskDrawable)base.Source;\n+\n+ private IShader shader;\n+ private Quad screenSpaceDrawQuad;\n+\n+ private Vector2 aperturePosition;\n+ private Vector2 apertureSize;\n+\n+ private readonly VertexBatch<PositionAndColourVertex> quadBatch = new QuadBatch<PositionAndColourVertex>(1, 1);\n+ private readonly Action<TexturedVertex2D> addAction;\n+\n+ public PlayfieldMaskDrawNode(PlayfieldMaskDrawable source)\n+ : base(source)\n+ {\n+ addAction = v => quadBatch.Add(new PositionAndColourVertex\n+ {\n+ Position = v.Position,\n+ Colour = v.Colour\n+ });\n+ }\n+\n+ public override void ApplyState()\n+ {\n+ base.ApplyState();\n+\n+ shader = Source.shader;\n+ screenSpaceDrawQuad = Source.ScreenSpaceDrawQuad;\n+ aperturePosition = Vector2Extensions.Transform(Source.AperturePosition, DrawInfo.Matrix);\n+ apertureSize = Source.ApertureSize * DrawInfo.Matrix.ExtractScale().Xy;\n+ }\n+\n+ public override void Draw(Action<TexturedVertex2D> vertexAction)\n+ {\n+ base.Draw(vertexAction);\n+\n+ shader.Bind();\n+\n+ shader.GetUniform<Vector2>(\"aperturePos\").UpdateValue(ref aperturePosition);\n+ shader.GetUniform<Vector2>(\"apertureSize\").UpdateValue(ref apertureSize);\n+\n+ DrawQuad(Texture.WhitePixel, screenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: addAction);\n+\n+ shader.Unbind();\n+ }\n+\n+ protected override void Dispose(bool isDisposing)\n+ {\n+ base.Dispose(isDisposing);\n+ quadBatch?.Dispose();\n+ }\n+ }\n+ }\n+}\n" } ]
C#
MIT License
taulazer/tau
Add PlayfieldMaskContainer
664,874
04.08.2021 16:20:40
-7,200
831327258b5e3e1b52ce5a69a0185fa10fce173f
Slightly narrow field of vision
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Resources/Shaders/sh_PlayfieldMask.fs", "new_path": "osu.Game.Rulesets.Tau/Resources/Shaders/sh_PlayfieldMask.fs", "diff": "@@ -4,7 +4,7 @@ varying lowp vec4 v_Colour;\nuniform highp vec2 aperturePos;\nuniform highp vec2 apertureSize;\n-const mediump float smoothness = 2;\n+const mediump float smoothness = 1.5;\n// highp precision is necessary for vertex positions to prevent catastrophic failure on GL_ES platforms\nlowp vec4 getColourAt(highp vec2 diff, highp vec2 size, lowp vec4 originalColour)\n" } ]
C#
MIT License
taulazer/tau
Slightly narrow field of vision
664,874
04.08.2021 17:09:54
-7,200
6b9c0e5cb8e4621fb307266ab3da3c75c9b1bb9e
Adjust mask to support fade in masking
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/PlayfieldMask.cs", "new_path": "osu.Game.Rulesets.Tau/UI/PlayfieldMask.cs", "diff": "using osu.Framework.Graphics.Primitives;\nusing osu.Framework.Graphics.Shaders;\nusing osu.Framework.Graphics.Textures;\n-using osu.Framework.Input.Events;\nusing osu.Game.Graphics.OpenGL.Vertices;\nusing osuTK;\nnamespace osu.Game.Rulesets.Tau.UI\n{\n+ public enum MaskingMode\n+ {\n+ FadeOut,\n+ FadeIn,\n+ }\n+\npublic class PlayfieldMaskingContainer : CompositeDrawable\n{\nprivate readonly PlayfieldMaskDrawable cover;\n- public PlayfieldMaskingContainer(Drawable content)\n+ public PlayfieldMaskingContainer(Drawable content, MaskingMode mode)\n{\nRelativeSizeAxes = Axes.Both;\nInternalChild = new BufferedContainer\n{\nRelativeSizeAxes = Axes.Both,\n+ Size = new Vector2(1.5f),\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre,\n+\nChildren = new[]\n{\n- content,\n+ new Container{\n+ Size= TauPlayfield.BASE_SIZE,\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre,\n+ Child = content\n+ },\nnew Container\n{\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\n+ Size = new Vector2(2f),\nRelativeSizeAxes = Axes.Both,\nBlending = new BlendingParameters\n{\n@@ -41,22 +56,30 @@ public PlayfieldMaskingContainer(Drawable content)\n// Subtract the cover's alpha from the destination (points with alpha 1 should make the destination completely transparent).\nAlphaEquation = BlendingEquation.Add,\nSourceAlpha = BlendingType.Zero,\n- DestinationAlpha = BlendingType.OneMinusSrcAlpha\n+ DestinationAlpha = mode == MaskingMode.FadeOut ? BlendingType.OneMinusSrcAlpha : BlendingType.SrcAlpha\n},\n- Child = cover = new PlayfieldMaskDrawable(){\n- Coverage = 0.5f\n- }\n+ Child = cover = new PlayfieldMaskDrawable()\n}\n}\n};\n}\n+\n+ /// <summary>\n+ /// The relative area that should be completely covered. This does not include the fade.\n+ /// </summary>\n+ public float Coverage\n+ {\n+ set\n+ {\n+ cover.ApertureSize = new Vector2(0, TauPlayfield.BASE_SIZE.Y / 2 * value);\n+ }\n}\n+\npublic class PlayfieldMaskDrawable : Drawable\n{\nprivate IShader shader;\nprotected override DrawNode CreateDrawNode() => new PlayfieldMaskDrawNode(this);\n-\n[BackgroundDependencyLoader]\nprivate void load(ShaderManager shaderManager)\n{\n@@ -67,7 +90,7 @@ private void load(ShaderManager shaderManager)\nprivate Vector2 apertureSize;\n- protected Vector2 ApertureSize\n+ public Vector2 ApertureSize\n{\nget => apertureSize;\nset\n@@ -79,17 +102,6 @@ protected Vector2 ApertureSize\n}\n}\n- /// <summary>\n- /// The relative area that should be completely covered. This does not include the fade.\n- /// </summary>\n- public float Coverage\n- {\n- set\n- {\n- ApertureSize = new Vector2(0, TauPlayfield.BASE_SIZE.Y / 2 * value);\n- }\n- }\n-\npublic Vector2 AperturePosition => ToParentSpace(OriginPosition);\nprivate class PlayfieldMaskDrawNode : DrawNode\n@@ -147,3 +159,4 @@ protected override void Dispose(bool isDisposing)\n}\n}\n}\n+}\n" } ]
C#
MIT License
taulazer/tau
Adjust mask to support fade in masking
664,874
04.08.2021 17:14:02
-7,200
5739d21e82123879e4ab36869a3137fbea7bf35f
Add new hidden mod
[ { "change_type": "DELETE", "old_path": "osu.Game.Rulesets.Tau.Tests/TestScenePlayfieldMask.cs", "new_path": null, "diff": "-using osu.Framework.Allocation;\n-using osu.Framework.Graphics;\n-using osu.Framework.Platform;\n-using osu.Game.Rulesets.Tau.UI;\n-using osu.Game.Tests.Visual;\n-\n-namespace osu.Game.Rulesets.Tau.Tests\n-{\n- public class TestScenePlayfieldMask : OsuTestScene\n- {\n- protected override Ruleset CreateRuleset() => new TauRuleset();\n-\n- public TestScenePlayfieldMask()\n- {\n- Add(new PlayfieldMaskDrawable()\n- {\n- RelativeSizeAxes = Axes.Both,\n- });\n- }\n- }\n-}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -71,7 +71,11 @@ public TauPlayfield(BeatmapDifficulty difficulty)\n},\nnew VisualisationContainer(),\nnew SkinnableDrawable(new TauSkinComponent(TauSkinComponents.Ring), _ => new PlayfieldPiece()),\n- HitObjectContainer,\n+ new Container\n+ {\n+ RelativeSizeAxes = Axes.Both,\n+ Child = HitObjectContainer\n+ },\ncursor,\nkiaiExplosionContainer = new Container<KiaiHitExplosion>\n{\n" } ]
C#
MIT License
taulazer/tau
Add new hidden mod
664,874
04.08.2021 17:15:46
-7,200
099abeac8bf8ba66eda19d71c2ce3ddfcda23330
Add FadeIn mod
[ { "change_type": "ADD", "old_path": null, "new_path": "osu.Game.Rulesets.Tau/Mods/TauModFadeIn.cs", "diff": "+using osu.Game.Rulesets.Tau.UI;\n+\n+namespace osu.Game.Rulesets.Tau.Mods\n+{\n+ public class TauModFadeIn : TauModHidden\n+ {\n+ public override string Name => \"Fade in\";\n+ public override string Acronym => \"FI\";\n+ public override string Description => @\"Beats and sliders fade in\";\n+\n+ protected override MaskingMode Mode => MaskingMode.FadeIn;\n+\n+ protected override float InitialCoverage => 0.3f;\n+ }\n+}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -65,7 +65,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\nnew TauModHardRock(),\nnew TauModSuddenDeath(),\nnew MultiMod(new TauModDoubleTime(), new TauModNightcore()),\n- new TauModHidden(),\n+ new MultiMod(new TauModHidden(), new TauModFadeIn()),\nnew MultiMod(new TauModFlashlight(), new TauModBlinds()),\n};\n" } ]
C#
MIT License
taulazer/tau
Add FadeIn mod
664,874
04.08.2021 17:20:30
-7,200
79f7b07fe4bdb5f77936fee433e3fabfb479b5e4
Adjust InitialCoverage values for HD
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs", "diff": "@@ -34,6 +34,6 @@ protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject,\nprotected virtual MaskingMode Mode => MaskingMode.FadeOut;\n- protected virtual float InitialCoverage => 0.5f;\n+ protected virtual float InitialCoverage => 0.4f;\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/PlayfieldMask.cs", "new_path": "osu.Game.Rulesets.Tau/UI/PlayfieldMask.cs", "diff": "@@ -65,7 +65,7 @@ public PlayfieldMaskingContainer(Drawable content, MaskingMode mode)\n}\n/// <summary>\n- /// The relative area that should be completely covered. This does not include the fade.\n+ /// The relative area that should be completely covered if it is FadingIn, or the visible area if it is FadingOut.\n/// </summary>\npublic float Coverage\n{\n" } ]
C#
MIT License
taulazer/tau
Adjust InitialCoverage values for HD
664,859
04.08.2021 12:56:50
14,400
a5ab87267fa156a5ef64b84bd45535d3099f0612
Fix misaligned head beat
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs", "diff": "@@ -55,7 +55,11 @@ private void load(TauRulesetConfigManager config)\nAlpha = 0.05f,\nChildren = new Drawable[]\n{\n- new SkinnableDrawable(new TauSkinComponent(TauSkinComponents.Beat), _ => new BeatPiece(), ConfineMode.ScaleToFit),\n+ new SkinnableDrawable(new TauSkinComponent(TauSkinComponents.Beat), _ => new BeatPiece(), ConfineMode.ScaleToFit)\n+ {\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre,\n+ },\nIntersectArea = new Container\n{\nSize = new Vector2(16),\n@@ -93,7 +97,7 @@ protected override void UpdateInitialTransforms()\nbase.UpdateInitialTransforms();\nBox.FadeIn(HitObject.TimeFadeIn);\n- Box.MoveToY(-0.485f, HitObject.TimePreempt);\n+ Box.MoveToY(-0.47f, HitObject.TimePreempt);\n}\nprotected override void CheckForResult(bool userTriggered, double timeOffset)\n" } ]
C#
MIT License
taulazer/tau
Fix misaligned head beat
664,859
04.08.2021 13:13:40
14,400
e32d7eb6f7bab78a38920248a546724ae49ff258
actually fix misaligned beat lmao
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "diff": "@@ -219,7 +219,7 @@ protected override void UpdateAfterChildren()\nfloat actualProgress = (float)((t - nodeStart) / duration);\n// Larger the time, the further in it is.\n- float distanceFromCentre = (float)(1 - ((t - Time.Current) / HitObject.TimePreempt)) * 384;\n+ float distanceFromCentre = (float)(1 - ((t - Time.Current) / HitObject.TimePreempt)) * 376;\n// Angle calc\nfloat difference = (nextNode.Angle - currentNode.Angle) % 360;\n" } ]
C#
MIT License
taulazer/tau
actually fix misaligned beat lmao
664,859
04.08.2021 13:43:25
14,400
df7200070054be1bc4d958a42eda327358330c7d
Fix sliding hit sound repeating each frame
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "diff": "@@ -244,7 +244,16 @@ protected override void UpdateAfterChildren()\npath.Position = path.Vertices.Any() ? path.Vertices.First() : new Vector2(0);\npath.OriginPosition = path.Vertices.Any() ? path.PositionInBoundingBox(path.Vertices.First()) : base.OriginPosition;\n+ if (IsWithinPaddle && TauActionInputManager.PressedActions.Any(x => HitActions.Contains(x)))\n+ {\n+ if (Tracking.Value == false)\n+ Tracking.Value = true;\n+ }\n+ else\n+ {\n+ if (Tracking.Value)\nTracking.Value = false;\n+ }\nif (Time.Current < HitObject.StartTime || Time.Current >= HitObject.GetEndTime()) return;\n@@ -252,7 +261,6 @@ protected override void UpdateAfterChildren()\n{\nplayfield?.CreateSliderEffect(Vector2.Zero.GetDegreesFromPosition(path.Position), HitObject.Kiai);\ntotalTimeHeld += Time.Elapsed;\n- Tracking.Value = true;\nif (!HitObject.Kiai)\nreturn;\n" } ]
C#
MIT License
taulazer/tau
Fix sliding hit sound repeating each frame
664,859
04.08.2021 15:34:56
14,400
e92b27ad1521ed4f27d4c7b3df927beb94461cff
Update hidden and FadeIn icon
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModFadeIn.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModFadeIn.cs", "diff": "+using osu.Framework.Graphics.Sprites;\nusing osu.Game.Rulesets.Tau.UI;\nnamespace osu.Game.Rulesets.Tau.Mods\n@@ -7,6 +8,7 @@ public class TauModFadeIn : TauModHidden\npublic override string Name => \"Fade in\";\npublic override string Acronym => \"FI\";\npublic override string Description => @\"Beats and sliders fade in\";\n+ public override IconUsage? Icon => TauIcon.ModFadeIn;\nprotected override MaskingMode Mode => MaskingMode.FadeIn;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs", "diff": "using osu.Framework.Graphics.Containers;\n+using osu.Framework.Graphics.Sprites;\nusing osu.Game.Rulesets.Mods;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.Objects;\n@@ -11,6 +12,7 @@ public class TauModHidden : ModHidden, IApplicableToDrawableRuleset<TauHitObject\n{\npublic override string Description => @\"Play with no beats and fading sliders.\";\npublic override double ScoreMultiplier => 1.06;\n+ public override IconUsage? Icon => TauIcon.ModHidden;\npublic virtual void ApplyToDrawableRuleset(DrawableRuleset<TauHitObject> drawableRuleset)\n{\n" }, { "change_type": "ADD", "old_path": "osu.Game.Rulesets.Tau/Resources/Fonts/tauFont.fnt", "new_path": "osu.Game.Rulesets.Tau/Resources/Fonts/tauFont.fnt", "diff": "Binary files /dev/null and b/osu.Game.Rulesets.Tau/Resources/Fonts/tauFont.fnt differ\n" }, { "change_type": "ADD", "old_path": "osu.Game.Rulesets.Tau/Resources/Fonts/tauFont_0.png", "new_path": "osu.Game.Rulesets.Tau/Resources/Fonts/tauFont_0.png", "diff": "Binary files /dev/null and b/osu.Game.Rulesets.Tau/Resources/Fonts/tauFont_0.png differ\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "using osu.Framework.Graphics.Sprites;\nusing osu.Framework.Graphics.Textures;\nusing osu.Framework.Input.Bindings;\n+using osu.Framework.IO.Stores;\nusing osu.Framework.Platform;\nusing osu.Game.Beatmaps;\nusing osu.Game.Configuration;\n@@ -169,11 +170,16 @@ public TauIcon(Ruleset ruleset)\n}\n[BackgroundDependencyLoader]\n- private void load(TextureStore textures, GameHost host)\n+ private void load(TextureStore textures, FontStore store, GameHost host)\n{\nif (!textures.GetAvailableResources().Contains(\"Textures/tau.png\"))\ntextures.AddStore(host.CreateTextureLoaderStore(ruleset.CreateResourceStore()));\n+ store.AddStore(new GlyphStore(\n+ new ResourceStore<byte[]>(ruleset.CreateResourceStore()),\n+ \"Fonts/tauFont\",\n+ host.CreateTextureLoaderStore(ruleset.CreateResourceStore())));\n+\nAddRangeInternal(new Drawable[]\n{\nnew SpriteIcon\n" } ]
C#
MIT License
taulazer/tau
Update hidden and FadeIn icon
664,859
04.08.2021 22:11:56
14,400
72df494bc109781972ace73bf6d94757fe89c02d
Add Classic mod
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "diff": "@@ -16,6 +16,9 @@ public class TauBeatmapConverter : BeatmapConverter<TauHitObject>\n{\npublic override bool CanConvert() => Beatmap.HitObjects.All(h => h is IHasPosition);\n+ public bool CanConvertToSliders = true;\n+ public bool CanConvertToHardBeats = true;\n+\npublic TauBeatmapConverter(IBeatmap beatmap, Ruleset ruleset)\n: base(beatmap, ruleset)\n{\n@@ -31,6 +34,8 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\nswitch (original)\n{\ncase IHasPathWithRepeats pathData:\n+ if (!CanConvertToSliders)\n+ goto default;\nif (pathData.Duration < BeatmapDifficulty.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / 2)\ngoto default;\n@@ -70,7 +75,7 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\n}.Yield();\ndefault:\n- if (isHard)\n+ if (isHard && CanConvertToHardBeats)\nreturn new HardBeat\n{\nSamples = sample,\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -80,6 +80,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\nreturn new Mod[]\n{\nnew TauModDifficultyAdjust(),\n+ new TauModClassic()\n};\ncase ModType.Fun:\n" } ]
C#
MIT License
taulazer/tau
Add Classic mod
664,874
05.08.2021 20:09:08
-7,200
c196d7c48b26504701a432de74bf3972c729b7d0
Increase slider path size during Inverse mod
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModInverse.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModInverse.cs", "diff": "@@ -51,8 +51,7 @@ public void ApplyToDrawableHitObject(DrawableHitObject drawable)\nbreak;\ncase DrawableSlider slider:\n- slider.Inversed = true;\n- slider.MaskingContainer.Masking = false;\n+ slider.ApplyInverseChanges();\nbreak;\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "diff": "@@ -30,8 +30,9 @@ public class DrawableSlider : DrawableTauHitObject, IKeyBindingHandler<TauAction\npublic new Slider HitObject => base.HitObject as Slider;\n- public bool Inversed;\n- public CircularContainer MaskingContainer;\n+ private CircularContainer maskingContainer;\n+\n+ private bool inversed;\n[Resolved(canBeNull: true)]\nprivate TauPlayfield playfield { get; set; }\n@@ -53,7 +54,7 @@ public DrawableSlider(TauHitObject obj)\nAddRangeInternal(new Drawable[]\n{\n- MaskingContainer = new CircularContainer\n+ maskingContainer = new CircularContainer\n{\nMasking = true,\nRelativeSizeAxes = Axes.Both,\n@@ -78,6 +79,15 @@ public DrawableSlider(TauHitObject obj)\n});\n}\n+ public void ApplyInverseChanges()\n+ {\n+ inversed = true;\n+ maskingContainer.Masking = false;\n+\n+ // Max diameter of paths are much larger when they come from outside the ring, so we need extra canvas space\n+ path.Size = new Vector2(768 * 2);\n+ }\n+\nprivate readonly Bindable<KiaiType> effect = new Bindable<KiaiType>();\n[BackgroundDependencyLoader(true)]\n@@ -134,7 +144,7 @@ protected override void UpdateAfterChildren()\n// Larger the time, the further in it is.\nfloat distanceFromCentre = (float)(1 - ((t - Time.Current) / HitObject.TimePreempt)) * 384;\n- if (Inversed)\n+ if (inversed)\ndistanceFromCentre = (384 * 2) - distanceFromCentre;\n// Angle calc\n@@ -156,7 +166,7 @@ protected override void UpdateAfterChildren()\nfloat endNodeDistanceFromCentre = (float)(progress * 384);\n- if (Inversed)\n+ if (inversed)\nendNodeDistanceFromCentre = (384 * 2) - endNodeDistanceFromCentre;\n@@ -187,7 +197,7 @@ protected override void UpdateAfterChildren()\n{\ncase KiaiType.Turbulent:\n{\n- playfield.SliderParticleEmitter.AddParticle(angle, Inversed);\n+ playfield.SliderParticleEmitter.AddParticle(angle, inversed);\nbreak;\n}\n@@ -208,7 +218,7 @@ protected override void UpdateAfterChildren()\nColour = TauPlayfield.ACCENT_COLOR.Value\n};\n- particle.MoveTo(Extensions.GetCircularPosition(Inversed ? -((RNG.NextSingle() * 50) + 390) : ((RNG.NextSingle() * 50) + 390), angle), duration, Easing.OutQuint)\n+ particle.MoveTo(Extensions.GetCircularPosition(inversed ? -((RNG.NextSingle() * 50) + 390) : ((RNG.NextSingle() * 50) + 390), angle), duration, Easing.OutQuint)\n.ResizeTo(new Vector2(RNG.NextSingle(0, 5)), duration, Easing.OutQuint).FadeOut(duration).Expire();\nplayfield.SliderParticleEmitter.Add(particle);\n" } ]
C#
MIT License
taulazer/tau
Increase slider path size during Inverse mod
664,874
05.08.2021 20:14:34
-7,200
345c0e5942555be23c83445b4365a5a12255ec51
Make playfield smaller for Inverse mod
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModInverse.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModInverse.cs", "diff": "@@ -62,6 +62,9 @@ public void ApplyToDrawableRuleset(DrawableRuleset<TauHitObject> drawableRuleset\n{\nvar playfield = (TauPlayfield)drawableRuleset.Playfield;\nplayfield.Inversed = true;\n+\n+ // This is to make Inverse more enjoyable to play, without tweaking everything to accommodate a smaller playfield.\n+ playfield.Scale = new Vector2(0.75f);\n}\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Make playfield smaller for Inverse mod
664,874
05.08.2021 22:21:41
-7,200
1066db03c01b82d3855b55a00ee6beee5b017382
Remove use of TailSamples var
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "diff": "@@ -110,14 +110,14 @@ protected override void OnFree()\nprotected override void LoadSamples()\n{\n+ base.LoadSamples();\n+\nif (HitObject.SampleControlPoint == null)\n{\nthrow new InvalidOperationException($\"{nameof(HitObject)}s must always have an attached {nameof(HitObject.SampleControlPoint)}.\"\n+ $\" This is an indication that {nameof(HitObject.ApplyDefaults)} has not been invoked on {this}.\");\n}\n- Samples.Samples = HitObject.TailSamples.Select(s => HitObject.SampleControlPoint.ApplyTo(s)).Cast<ISampleInfo>().ToArray();\n-\nvar slidingSamples = new List<ISampleInfo>();\nvar normalSample = HitObject.Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL);\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "diff": "@@ -21,9 +21,6 @@ public double Duration\npublic BindableList<SliderNode> Nodes { get; set; }\n- [JsonIgnore]\n- public IList<HitSampleInfo> TailSamples { get; private set; }\n-\n[JsonIgnore]\npublic SliderHeadBeat HeadBeat { get; protected set; }\n@@ -48,7 +45,7 @@ private void updateNestedSamples()\nif (HeadBeat != null)\nHeadBeat.Samples = this.GetNodeSamples(0);\n- TailSamples = this.GetNodeSamples(RepeatCount + 1);\n+ Samples = this.GetNodeSamples(RepeatCount + 1);\n}\nprotected override HitWindows CreateHitWindows() => HitWindows.Empty;\n" } ]
C#
MIT License
taulazer/tau
Remove use of TailSamples var
664,874
05.08.2021 22:33:21
-7,200
aaaa05bdf9f40e219aa2bfd2002d7d712dac93cf
Avoid applying SampleControlPoint for HeadBeats
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "diff": "@@ -34,7 +34,6 @@ protected override void CreateNestedHitObjects(CancellationToken cancellationTok\n{\nStartTime = StartTime,\nAngle = Nodes[0].Angle,\n- SampleControlPoint = SampleControlPoint\n});\nupdateNestedSamples();\n" } ]
C#
MIT License
taulazer/tau
Avoid applying SampleControlPoint for HeadBeats
664,874
10.08.2021 14:28:40
-7,200
63d6deedef5bdbb9bdd1e97d50c84e66e4f48520
Update use of judgements
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -121,7 +121,7 @@ protected override void Update()\nprivate void onJudgmentLoaded(DrawableTauJudgement judgement)\n{\n- judgementLayer.Add(judgement.GetProxyAboveHitObjectsContent());\n+ judgementLayer.Add(judgement.ProxiedAboveHitObjectsContent);\n}\nprivate readonly Bindable<KiaiType> effect = new Bindable<KiaiType>();\n" } ]
C#
MIT License
taulazer/tau
Update use of judgements
664,859
10.08.2021 12:09:19
14,400
3d684215a095389153c766d9188b5810984954e2
Rename "Classic" to "Lite"
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -81,7 +81,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\nreturn new Mod[]\n{\nnew TauModDifficultyAdjust(),\n- new TauModClassic()\n+ new TauModLite()\n};\ncase ModType.Fun:\n" } ]
C#
MIT License
taulazer/tau
Rename "Classic" to "Lite"
664,859
10.08.2021 13:15:20
14,400
5f3f30a838dc801a5c727f44bc725f575198f345
Fix incorrect slider head placement in inverse mod
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModInverse.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModInverse.cs", "diff": "@@ -23,17 +23,13 @@ public void ApplyToDrawableHitObject(DrawableHitObject drawable)\n{\nswitch (drawableObject)\n{\n- case DrawableBeat beat:\n- var box = beat.Box;\n- var beatObject = beat.HitObject;\n+ case DrawableSliderHead head:\n+ applyInverseToBeat(head, -0.484f, -0.984f);\n- box.ClearTransforms(targetMember: \"Y\");\n+ break;\n- using (beat.BeginAbsoluteSequence(beatObject.StartTime, false))\n- {\n- box.MoveToY(-1);\n- box.MoveToY(-0.516f, beatObject.TimePreempt);\n- }\n+ case DrawableBeat beat:\n+ applyInverseToBeat(beat, -0.516f);\nbreak;\n@@ -58,6 +54,20 @@ public void ApplyToDrawableHitObject(DrawableHitObject drawable)\n};\n}\n+ private void applyInverseToBeat(DrawableBeat beat, float finalDistance, float startingDistance = -1)\n+ {\n+ var box = beat.Box;\n+ var hitObject = beat.HitObject;\n+\n+ box.ClearTransforms(targetMember: \"Y\");\n+\n+ using (beat.BeginAbsoluteSequence(hitObject.StartTime, false))\n+ {\n+ box.MoveToY(startingDistance);\n+ box.MoveToY(finalDistance, hitObject.TimePreempt);\n+ }\n+ }\n+\npublic void ApplyToDrawableRuleset(DrawableRuleset<TauHitObject> drawableRuleset)\n{\nvar playfield = (TauPlayfield)drawableRuleset.Playfield;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "diff": "@@ -218,7 +218,7 @@ protected override void UpdateAfterChildren()\nbase.UpdateAfterChildren();\npath.ClearVertices();\n- const float maxDistance = 376;\n+ const float max_distance = 376;\nfor (double t = Math.Max(Time.Current, HitObject.StartTime + HitObject.Nodes.First().Time);\nt < Math.Min(Time.Current + HitObject.TimePreempt, HitObject.StartTime + HitObject.Nodes.Last().Time);\n@@ -234,10 +234,10 @@ protected override void UpdateAfterChildren()\nfloat actualProgress = (float)((t - nodeStart) / duration);\n// Larger the time, the further in it is.\n- float distanceFromCentre = (float)(1 - ((t - Time.Current) / HitObject.TimePreempt)) * maxDistance;\n+ float distanceFromCentre = (float)(1 - ((t - Time.Current) / HitObject.TimePreempt)) * max_distance;\nif (inversed)\n- distanceFromCentre = (384 * 2) - distanceFromCentre;\n+ distanceFromCentre = (max_distance * 2) - distanceFromCentre;\n// Angle calc\nfloat difference = (nextNode.Angle - currentNode.Angle) % 360;\n@@ -256,10 +256,10 @@ protected override void UpdateAfterChildren()\ndouble timeDiff = HitObject.StartTime + HitObject.Nodes.Last().Time - Time.Current;\ndouble progress = 1 - (timeDiff / HitObject.TimePreempt);\n- float endNodeDistanceFromCentre = (float)(progress * maxDistance);\n+ float endNodeDistanceFromCentre = (float)(progress * max_distance);\nif (inversed)\n- endNodeDistanceFromCentre = (maxDistance * 2) - endNodeDistanceFromCentre;\n+ endNodeDistanceFromCentre = (max_distance * 2) - endNodeDistanceFromCentre;\npath.AddVertex(Extensions.GetCircularPosition(endNodeDistanceFromCentre, HitObject.Nodes.Last().Angle));\n}\n" } ]
C#
MIT License
taulazer/tau
Fix incorrect slider head placement in inverse mod
664,859
10.08.2021 13:57:47
14,400
9f230bcbfd293238342f0453b2f9d72ac98cf060
Inverse ArmedState effects
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModInverse.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModInverse.cs", "diff": "@@ -26,12 +26,12 @@ public void ApplyToDrawableHitObject(DrawableHitObject drawable)\nswitch (drawableObject)\n{\ncase DrawableSliderHead head:\n- applyInverseToBeat(head, -0.484f, -0.984f);\n+ applyInverseToBeat(head, state, -0.484f, -0.984f);\nbreak;\ncase DrawableBeat beat:\n- applyInverseToBeat(beat, -0.516f);\n+ applyInverseToBeat(beat, state, -0.516f);\nbreak;\n@@ -39,6 +39,8 @@ public void ApplyToDrawableHitObject(DrawableHitObject drawable)\nvar hardBeatObject = hardBeat.HitObject;\nhardBeat.ClearTransforms();\n+ hardBeat.HitScale = .75f;\n+ hardBeat.MissScale = .9f;\nusing (hardBeat.BeginAbsoluteSequence(hardBeatObject.StartTime - hardBeatObject.TimePreempt))\n{\n@@ -56,11 +58,15 @@ public void ApplyToDrawableHitObject(DrawableHitObject drawable)\n};\n}\n- private void applyInverseToBeat(DrawableBeat beat, float finalDistance, float startingDistance = -1)\n+ private void applyInverseToBeat(DrawableBeat beat, ArmedState state, float finalDistance, float startingDistance = -1)\n{\nvar box = beat.Box;\nvar hitObject = beat.HitObject;\n+ beat.HitDistance = .1f;\n+\n+ if (state == ArmedState.Idle)\n+ {\nbox.ClearTransforms(targetMember: \"Y\");\nusing (beat.BeginAbsoluteSequence(hitObject.StartTime, false))\n@@ -69,6 +75,7 @@ private void applyInverseToBeat(DrawableBeat beat, float finalDistance, float st\nbox.MoveToY(finalDistance, hitObject.TimePreempt);\n}\n}\n+ }\npublic void ApplyToDrawableRuleset(DrawableRuleset<TauHitObject> drawableRuleset)\n{\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs", "diff": "@@ -20,6 +20,7 @@ public class DrawableBeat : DrawableTauHitObject, IKeyBindingHandler<TauAction>\n{\npublic CompositeDrawable Box;\npublic Container IntersectArea;\n+ public float HitDistance = -.1f;\nprivate bool validActionPressed;\n@@ -139,7 +140,7 @@ protected override void UpdateHitStateTransforms(ArmedState state)\ncase ArmedState.Hit:\nBox.ScaleTo(2f, time_fade_hit, Easing.OutQuint)\n.FadeColour(colour.ForHitResult(Result.Type), time_fade_hit, Easing.OutQuint)\n- .MoveToOffset(new Vector2(0, -.1f), time_fade_hit, Easing.OutQuint)\n+ .MoveToOffset(new Vector2(0, HitDistance), time_fade_hit, Easing.OutQuint)\n.FadeOut(time_fade_hit);\nthis.Delay(time_fade_hit).Expire();\n@@ -149,7 +150,7 @@ protected override void UpdateHitStateTransforms(ArmedState state)\ncase ArmedState.Miss:\nBox.ScaleTo(0.5f, time_fade_miss, Easing.InQuint)\n.FadeColour(Color4.Red, time_fade_miss, Easing.OutQuint)\n- .MoveToOffset(new Vector2(0, -.1f), time_fade_hit, Easing.OutQuint)\n+ .MoveToOffset(new Vector2(0, HitDistance), time_fade_hit, Easing.OutQuint)\n.FadeOut(time_fade_miss);\nthis.Delay(time_fade_miss).Expire();\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs", "diff": "@@ -22,6 +22,8 @@ public class DrawableHardBeat : DrawableTauHitObject, IKeyBindingHandler<TauActi\n};\npublic SkinnableDrawable Circle;\n+ public float HitScale = 1.25f;\n+ public float MissScale = 1.1f;\npublic DrawableHardBeat()\n: this(null)\n@@ -93,7 +95,7 @@ protected override void UpdateHitStateTransforms(ArmedState state)\nbreak;\ncase ArmedState.Hit:\n- this.ScaleTo(1.25f, time_fade_hit, Easing.OutQuint)\n+ this.ScaleTo(HitScale, time_fade_hit, Easing.OutQuint)\n.FadeColour(colour.ForHitResult(Result.Type), time_fade_hit, Easing.OutQuint)\n.FadeOut(time_fade_hit);\n@@ -101,7 +103,7 @@ protected override void UpdateHitStateTransforms(ArmedState state)\ncase ArmedState.Miss:\nthis.FadeColour(Color4.Red, time_fade_miss, Easing.OutQuint)\n- .ResizeTo(1.1f, time_fade_hit, Easing.OutQuint)\n+ .ResizeTo(MissScale, time_fade_hit, Easing.OutQuint)\n.FadeOut(time_fade_miss);\nbreak;\n" } ]
C#
MIT License
taulazer/tau
Inverse ArmedState effects
664,859
10.08.2021 14:05:58
14,400
795741dd78b7c9fbb4660c07cce4faf3d1741b49
Inset judgement text when inversed
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauJudgement.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauJudgement.cs", "diff": "using osu.Game.Configuration;\nusing osu.Game.Rulesets.Judgements;\nusing osu.Game.Rulesets.Scoring;\n+using osu.Game.Rulesets.Tau.UI;\nusing osuTK;\nnamespace osu.Game.Rulesets.Tau.Objects.Drawables\n@@ -15,6 +16,9 @@ public class DrawableTauJudgement : DrawableJudgement\n[Resolved]\nprivate OsuConfigManager config { get; set; }\n+ [Resolved]\n+ private TauPlayfield playfield { get; set; }\n+\n[BackgroundDependencyLoader]\nprivate void load()\n{\n@@ -48,7 +52,7 @@ protected override void PrepareForUse()\nif (JudgedObject is DrawableSlider s)\nangle = s.HitObject.Nodes.Last().Angle;\n- Position = Extensions.GetCircularPosition(.6f, angle);\n+ Position = Extensions.GetCircularPosition(playfield.Inversed ? .3f : .6f, angle);\nRotation = angle;\n}\n" } ]
C#
MIT License
taulazer/tau
Inset judgement text when inversed
664,859
10.08.2021 16:01:04
14,400
009468eccc5d809e0c27326c2c5bfec47979206f
Adjust score multiplier
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModInverse.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModInverse.cs", "diff": "@@ -16,7 +16,7 @@ public class TauModInverse : Mod, IApplicableToDrawableHitObject, IApplicableToD\npublic override string Acronym => \"IN\";\npublic override ModType Type => ModType.DifficultyIncrease;\npublic override string Description => @\"Beats will appear outside of the playfield.\";\n- public override double ScoreMultiplier => 1.2;\n+ public override double ScoreMultiplier => 1.09;\npublic override Type[] IncompatibleMods => new[] { typeof(TauModHidden), typeof(TauModFadeIn) };\npublic void ApplyToDrawableHitObject(DrawableHitObject drawable)\n" } ]
C#
MIT License
taulazer/tau
Adjust score multiplier
664,859
11.08.2021 18:03:22
14,400
2f0b6f9c87b636f122359c4407523a0b30723f50
Simplify GetDeltaAngle method
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Extensions.cs", "new_path": "osu.Game.Rulesets.Tau/Extensions.cs", "diff": "@@ -19,21 +19,9 @@ public static float GetDegreesFromPosition(this Vector2 a, Vector2 b)\npublic static float GetDeltaAngle(float a, float b)\n{\n- float x = b;\n- float y = a;\n+ var res = a - b;\n- if (a > b)\n- {\n- x = a;\n- y = b;\n- }\n-\n- if (x - y < 180)\n- x -= y;\n- else\n- x = 360 - x + y;\n-\n- return x;\n+ return (res + 180) % 360 - 180;\n}\npublic static float GetHitObjectAngle(this Vector2 target)\n" } ]
C#
MIT License
taulazer/tau
Simplify GetDeltaAngle method
664,859
11.08.2021 18:04:30
14,400
60bbc388f8cde178a13c646a1a9df1d98e9415ed
Return delta angle alongside if angle is validated
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModRelax.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModRelax.cs", "diff": "@@ -60,7 +60,7 @@ public void Update(Playfield playfield)\nvar play = (TauPlayfield)playfield;\n- if (tauHit.HitObject.HitWindows.CanBeHit(relativetime) && play.CheckIfWeCanValidate(tauHit.HitObject.Angle))\n+ if (tauHit.HitObject.HitWindows.CanBeHit(relativetime) && play.CheckIfWeCanValidate(tauHit.HitObject.Angle).Item1)\nrequiresHit = true;\nbreak;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs", "diff": "@@ -111,7 +111,9 @@ protected override void CheckForResult(bool userTriggered, double timeOffset)\nreturn;\n}\n- if (CheckValidation.Invoke(HitObject.Angle))\n+ var validation = CheckValidation.Invoke(HitObject.Angle);\n+\n+ if (validation.Item1)\n{\nvar result = HitObject.HitWindows.ResultFor(timeOffset);\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "diff": "@@ -338,7 +338,7 @@ protected override void UpdateHitStateTransforms(ArmedState state)\n}\n}\n- public bool IsWithinPaddle => CheckValidation?.Invoke(Vector2.Zero.GetDegreesFromPosition(path.Position)) ?? false;\n+ public bool IsWithinPaddle => CheckValidation?.Invoke(Vector2.Zero.GetDegreesFromPosition(path.Position)).Item1 ?? false;\nprivate TauInputManager tauActionInputManager;\ninternal TauInputManager TauActionInputManager => tauActionInputManager ??= GetContainingInputManager() as TauInputManager;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauHitObject.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauHitObject.cs", "diff": "@@ -10,7 +10,7 @@ protected DrawableTauHitObject(TauHitObject obj)\n{\n}\n- public Func<float, bool> CheckValidation;\n+ public Func<float, (bool, float)> CheckValidation;\n/// <summary>\n/// A list of keys which can result in hits for this HitObject.\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "diff": "@@ -43,11 +43,11 @@ private void load(IBindable<WorkingBeatmap> beatmap)\nthis.beatmap.BindTo(beatmap);\n}\n- public bool CheckForValidation(float angle)\n+ public (bool, float) CheckForValidation(float angle)\n{\nvar angleDiff = Extensions.GetDeltaAngle(PaddleDrawable.Rotation, angle);\n- return Math.Abs(angleDiff) <= angleRange / 2;\n+ return (Math.Abs(angleDiff) <= angleRange / 2, angleDiff);\n}\nprotected override bool OnMouseMove(MouseMoveEvent e)\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -152,7 +152,7 @@ protected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObje\nprotected override HitObjectLifetimeEntry CreateLifetimeEntry(HitObject hitObject) => new TauHitObjectLifetimeEntry(hitObject);\n- public bool CheckIfWeCanValidate(float angle) => cursor.CheckForValidation(angle);\n+ public (bool, float) CheckIfWeCanValidate(float angle) => cursor.CheckForValidation(angle);\n[Resolved]\nprivate OsuColour colour { get; set; }\n" } ]
C#
MIT License
taulazer/tau
Return delta angle alongside if angle is validated
664,859
11.08.2021 18:05:20
14,400
918baa7d23ec5c0cd89760863bdf1fd1010f390e
Apply delta angle result into TauJudgementResult
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs", "diff": "using osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Scoring;\nusing osu.Game.Rulesets.Tau.Configuration;\n+using osu.Game.Rulesets.Tau.Judgements;\nusing osu.Game.Rulesets.Tau.Skinning.Default;\nusing osu.Game.Skinning;\nusing osuTK;\n@@ -123,7 +124,17 @@ protected override void CheckForResult(bool userTriggered, double timeOffset)\nif (!validActionPressed)\nApplyResult(r => r.Type = HitResult.Miss);\nelse\n- ApplyResult(r => r.Type = result);\n+ ApplyResult(r =>\n+ {\n+ var beatResult = (TauJudgementResult)r;\n+\n+ if (result.IsHit())\n+ {\n+ beatResult.DeltaAngle = validation.Item2;\n+ }\n+\n+ beatResult.Type = result;\n+ });\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauHitObject.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauHitObject.cs", "diff": "using System;\n+using osu.Game.Rulesets.Judgements;\nusing osu.Game.Rulesets.Objects.Drawables;\n+using osu.Game.Rulesets.Tau.Judgements;\nnamespace osu.Game.Rulesets.Tau.Objects.Drawables\n{\n@@ -30,6 +32,8 @@ protected DrawableTauHitObject(TauHitObject obj)\npublic Func<DrawableHitObject, double, bool> CheckHittable;\n+ protected override JudgementResult CreateResult(Judgement judgement) => new TauJudgementResult(HitObject, judgement);\n+\npublic void MissForcefully() => ApplyResult(r => r.Type = r.Judgement.MinResult);\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Apply delta angle result into TauJudgementResult
664,859
11.08.2021 18:05:31
14,400
dbcaced5ef6e8141218eb48449a55f1e02fb49a7
Add PaddleDistributionGraph
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -129,6 +129,17 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\n}\n},\nnew StatisticRow\n+ {\n+ Columns = new[]\n+ {\n+ new StatisticItem(\"Paddle Distribution\", new PaddleDistributionGraph(score.HitEvents, playableBeatmap)\n+ {\n+ RelativeSizeAxes = Axes.X,\n+ Height = 250,\n+ })\n+ }\n+ },\n+ new StatisticRow\n{\nColumns = new[]\n{\n" } ]
C#
MIT License
taulazer/tau
Add PaddleDistributionGraph
664,874
17.08.2021 16:43:54
-7,200
a8a8cbdd7484b6af2d149cd7978a8b0198522a05
Initial attempts to make visuals more similar to figma
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/PaddleDistributionGraph.cs", "new_path": "osu.Game.Rulesets.Tau/PaddleDistributionGraph.cs", "diff": "using osu.Framework.Bindables;\nusing osu.Framework.Extensions.Color4Extensions;\nusing osu.Framework.Graphics;\n+using osu.Framework.Graphics.Colour;\nusing osu.Framework.Graphics.Containers;\n+using osu.Framework.Graphics.Shaders;\nusing osu.Framework.Graphics.Shapes;\nusing osu.Framework.Graphics.UserInterface;\nusing osu.Game.Beatmaps;\n@@ -73,12 +75,65 @@ private void load()\nAnchor = Anchor.TopCentre,\nOrigin = Anchor.TopCentre,\n},\n- new CircularContainer\n+ new BufferedContainer\n+ {\n+ RelativeSizeAxes = Axes.Both,\n+ FillAspectRatio = 1,\n+ FillMode = FillMode.Fill,\n+ Anchor = Anchor.TopCentre,\n+ Origin = Anchor.TopCentre,\n+ Scale = new Vector2(scale),\n+ Children = new Drawable[]\n+ {\n+ new Container\n{\n+ Anchor = Anchor.TopCentre,\n+ Origin = Anchor.TopCentre,\n+ RelativeSizeAxes = Axes.Both,\n+ Masking = true,\n+ Height = 0.25f,\n+ Child = new CircularContainer\n+ {\n+ Anchor = Anchor.TopCentre,\n+ Origin = Anchor.TopCentre,\n+ RelativeSizeAxes = Axes.Both,\nMasking = true,\n- BorderColour = Colour4.White,\nBorderThickness = 2,\n+ BorderColour = Color4.White,\n+ Height = 4,\n+ Child = new Box\n+ {\nRelativeSizeAxes = Axes.Both,\n+ Alpha = 0,\n+ AlwaysPresent = true,\n+ }\n+ },\n+ },\n+ new Box\n+ {\n+ Blending = new BlendingParameters\n+ {\n+ // Don't change the destination colour.\n+ RGBEquation = BlendingEquation.Add,\n+ Source = BlendingType.Zero,\n+ Destination = BlendingType.One,\n+ // Subtract the cover's alpha from the destination (points with alpha 1 should make the destination completely transparent).\n+ AlphaEquation = BlendingEquation.Add,\n+ SourceAlpha = BlendingType.Zero,\n+ DestinationAlpha = BlendingType.SrcAlpha,\n+ },\n+ RelativeSizeAxes = Axes.Both,\n+ Anchor = Anchor.TopCentre,\n+ Origin = Anchor.TopCentre,\n+ Height = 0.26f,\n+ Colour = ColourInfo.GradientVertical(Color4.White, Color4.Transparent),\n+ }\n+ }\n+ },\n+ new CircularContainer\n+ {\n+ RelativeSizeAxes = Axes.Both,\n+ Masking = true,\nFillAspectRatio = 1,\nFillMode = FillMode.Fill,\nAnchor = Anchor.TopCentre,\n@@ -88,8 +143,11 @@ private void load()\n{\nnew Box\n{\n+ Anchor = Anchor.TopCentre,\n+ Origin = Anchor.TopCentre,\nRelativeSizeAxes = Axes.Both,\n- Colour = Color4.White.Opacity(0.25f)\n+ Colour = Color4.DarkGray.Darken(0.5f).Opacity(0.2f),\n+ Height = 0.25f,\n},\nnew CircularProgress\n{\n" } ]
C#
MIT License
taulazer/tau
Initial attempts to make visuals more similar to figma
664,874
17.08.2021 17:10:21
-7,200
e74d83da8874818dd236a313556de11adf044d6a
Make things even closer to figma
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TestScenePaddleDistribution.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TestScenePaddleDistribution.cs", "diff": "@@ -40,11 +40,6 @@ public void TestNoEvents()\n{\nChildren = new Drawable[]\n{\n- new Box\n- {\n- RelativeSizeAxes = Axes.Both,\n- Colour = Color4Extensions.FromHex(\"#333\")\n- },\nnew PaddleDistributionGraph(events, new TestBeatmap(new TauRuleset().RulesetInfo))\n{\nAnchor = Anchor.Centre,\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/PaddleDistributionGraph.cs", "new_path": "osu.Game.Rulesets.Tau/PaddleDistributionGraph.cs", "diff": "@@ -126,7 +126,7 @@ private void load()\nAnchor = Anchor.TopCentre,\nOrigin = Anchor.TopCentre,\nHeight = 0.26f,\n- Colour = ColourInfo.GradientVertical(Color4.White, Color4.Transparent),\n+ Colour = ColourInfo.GradientVertical(Color4.White, Color4.White.Opacity(-0.2f)),\n}\n}\n},\n@@ -146,7 +146,7 @@ private void load()\nAnchor = Anchor.TopCentre,\nOrigin = Anchor.TopCentre,\nRelativeSizeAxes = Axes.Both,\n- Colour = Color4.DarkGray.Darken(0.5f).Opacity(0.2f),\n+ Colour = ColourInfo.GradientVertical(Color4.DarkGray.Darken(0.5f).Opacity(0.3f), Color4.DarkGray.Darken(0.5f).Opacity(0f)),\nHeight = 0.25f,\n},\nnew CircularProgress\n" } ]
C#
MIT License
taulazer/tau
Make things even closer to figma
664,859
17.08.2021 13:05:31
14,400
f8b80084512bb3aad8e601fbd7daa77e993f7424
Best attempt at fixing incorrect Y bar position when scaling
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TestScenePaddleDistribution.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TestScenePaddleDistribution.cs", "diff": "@@ -44,7 +44,8 @@ public void TestNoEvents()\n{\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\n- Size = new Vector2(600, 350)\n+ RelativeSizeAxes = Axes.X,\n+ Height = 250,\n}\n};\n});\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/PaddleDistributionGraph.cs", "new_path": "osu.Game.Rulesets.Tau/PaddleDistributionGraph.cs", "diff": "@@ -22,7 +22,7 @@ public class PaddleDistributionGraph : CompositeDrawable\nprivate readonly IReadOnlyList<HitEvent> hitEvents;\nprivate const float bin_per_angle = 1f;\n- private float radius => DrawWidth / 2;\n+ private float radius;\nprivate float angleRange;\nprivate Container barsContainer;\nprivate readonly LayoutValue layout = new LayoutValue(Invalidation.DrawSize);\n@@ -49,6 +49,8 @@ private void load()\nbarsContainer = new Container\n{\nRelativeSizeAxes = Axes.Both,\n+ RelativePositionAxes = Axes.Y,\n+ Y = 0.1f,\nFillMode = FillMode.Fill,\nAnchor = Anchor.TopCentre,\nOrigin = Anchor.TopCentre,\n@@ -149,11 +151,12 @@ protected override void Update()\nif (!layout.IsValid)\n{\nbarsContainer.Clear();\n+ radius = DrawWidth / 2;\nvar bars = calculateBars();\nforeach (var bar in bars)\n{\n- var pos = Extensions.GetCircularPosition(radius - 13, (bar.Index * bin_per_angle) - (angleRange / 2));\n+ var pos = Extensions.GetCircularPosition(radius - 17, (bar.Index * bin_per_angle) - (angleRange / 2));\npos.Y += radius;\nbarsContainer.Add(bar.With(b =>\n@@ -208,8 +211,6 @@ public Bar()\nRelativeSizeAxes = Axes.Y;\nWidth = 5;\n- Padding = new MarginPadding { Horizontal = 1 };\n-\nInternalChild = new Circle\n{\nRelativeSizeAxes = Axes.Both,\n" } ]
C#
MIT License
taulazer/tau
Best attempt at fixing incorrect Y bar position when scaling
664,859
06.09.2021 02:18:53
14,400
f705a04a74ffc11d3874be2ba0455a02e88ee14b
Fix weird Y position and bar spacing bug
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TestScenePaddleDistribution.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TestScenePaddleDistribution.cs", "diff": "using osu.Game.Tests.Beatmaps;\nusing osu.Game.Tests.Visual;\nusing osuTK;\n+using osuTK.Graphics;\nnamespace osu.Game.Rulesets.Tau.Tests\n{\n@@ -40,6 +41,15 @@ public void TestNoEvents()\n{\nChildren = new Drawable[]\n{\n+ new Box\n+ {\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre,\n+ RelativeSizeAxes = Axes.X,\n+ Height = 250,\n+ Colour = Color4.Red,\n+ Alpha = 0.25f\n+ },\nnew PaddleDistributionGraph(events, new TestBeatmap(new TauRuleset().RulesetInfo))\n{\nAnchor = Anchor.Centre,\n" } ]
C#
MIT License
taulazer/tau
Fix weird Y position and bar spacing bug
664,874
06.09.2021 18:42:54
-7,200
07bf7ae29d8018ac94b76c58e243f839d63ab472
Avoid recreating bars when layout changes
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/PaddleDistributionGraph.cs", "new_path": "osu.Game.Rulesets.Tau/PaddleDistributionGraph.cs", "diff": "@@ -146,6 +146,9 @@ private void load()\n}\n}\n};\n+\n+ radius = (Height * 4) / 2;\n+ barsContainer.AddRange(calculateBars());\n}\nprotected override void Update()\n@@ -157,20 +160,12 @@ protected override void Update()\nif (!layout.IsValid)\n{\n- barsContainer.Clear();\n- radius = (Height * 4) / 2;\n- var bars = calculateBars();\n-\n- foreach (var bar in bars)\n+ foreach (Bar bar in barsContainer)\n{\nvar pos = Extensions.GetCircularPosition(radius - 17, (bar.Index * bin_per_angle) - (angleRange / 2));\npos.Y += radius;\n- barsContainer.Add(bar.With(b =>\n- {\n- b.Position = pos;\n- b.Height *= 0.3f;\n- }));\n+ bar.Position = pos;\n}\nlayout.Validate();\n@@ -199,7 +194,7 @@ private Bar[] calculateBars()\nfor (int i = 0; i < bars.Length; i++)\nbars[i] = new Bar\n{\n- Height = Math.Max(0.075f, (float)bins[i] / maxCount),\n+ Height = Math.Max(0.075f, (float)bins[i] / maxCount) * 0.3f,\nIndex = i\n};\n" } ]
C#
MIT License
taulazer/tau
Avoid recreating bars when layout changes
664,874
06.09.2021 19:00:33
-7,200
e88d00ca4eab00c24c67574a7fbe640f2f0af53c
Simplify graph creation
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/PaddleDistributionGraph.cs", "new_path": "osu.Game.Rulesets.Tau/PaddleDistributionGraph.cs", "diff": "using osu.Framework.Graphics.Containers;\nusing osu.Framework.Graphics.Shapes;\nusing osu.Framework.Graphics.UserInterface;\n-using osu.Framework.Layout;\nusing osu.Game.Beatmaps;\nusing osu.Game.Rulesets.Scoring;\nusing osu.Game.Rulesets.Tau.Objects;\n@@ -23,18 +22,14 @@ public class PaddleDistributionGraph : CompositeDrawable\nprivate readonly IReadOnlyList<HitEvent> hitEvents;\nprivate const float bin_per_angle = 1f;\n- private float radius;\n- private float angleRange;\n+ private readonly float angleRange;\nprivate Container barsContainer;\n- private readonly LayoutValue layout = new LayoutValue(Invalidation.DrawSize);\npublic PaddleDistributionGraph(IReadOnlyList<HitEvent> hitEvents, IBeatmap beatmap)\n{\nthis.hitEvents = hitEvents.Where(e => !(e.HitObject.HitWindows is HitWindows.EmptyHitWindows) && e.HitObject is Beat && e.Result.IsHit()).ToList();\nangleRange = (float)BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.CircleSize, 75, 25, 10);\n-\n- AddLayout(layout);\n}\n[BackgroundDependencyLoader]\n@@ -147,33 +142,12 @@ private void load()\n}\n};\n- radius = (Height * 4) / 2;\n- barsContainer.AddRange(calculateBars());\n- }\n-\n- protected override void Update()\n- {\n- base.Update();\n-\n- if (hitEvents == null || hitEvents.Count == 0)\n- return;\n-\n- if (!layout.IsValid)\n- {\n- foreach (Bar bar in barsContainer)\n- {\n- var pos = Extensions.GetCircularPosition(radius - 17, (bar.Index * bin_per_angle) - (angleRange / 2));\n- pos.Y += radius;\n-\n- bar.Position = pos;\n- }\n-\n- layout.Validate();\n- }\n+ createBars();\n}\n- private Bar[] calculateBars()\n+ private void createBars()\n{\n+ float radius = Height * 2;\nint totalDistributionBins = (int)(angleRange / bin_per_angle) + 1;\nint[] bins = new int[totalDistributionBins];\n@@ -189,16 +163,14 @@ private Bar[] calculateBars()\n}\nint maxCount = bins.Max();\n- var bars = new Bar[totalDistributionBins];\n- for (int i = 0; i < bars.Length; i++)\n- bars[i] = new Bar\n+ for (int i = 0; i < bins.Length; i++)\n+ barsContainer.Add(new Bar\n{\nHeight = Math.Max(0.075f, (float)bins[i] / maxCount) * 0.3f,\n+ Position = Extensions.GetCircularPosition(radius - 17, (i * bin_per_angle) - (angleRange / 2)) + new Vector2(0, radius),\nIndex = i\n- };\n-\n- return bars;\n+ });\n}\nprivate class Bar : CompositeDrawable\n" } ]
C#
MIT License
taulazer/tau
Simplify graph creation
664,874
06.09.2021 19:12:43
-7,200
8d7cc2e4f235a0303d8c2dec813306244f92ee3a
Smooth paddle a bit
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/PaddleDistributionGraph.cs", "new_path": "osu.Game.Rulesets.Tau/PaddleDistributionGraph.cs", "diff": "using osu.Game.Beatmaps;\nusing osu.Game.Rulesets.Scoring;\nusing osu.Game.Rulesets.Tau.Objects;\n+using osu.Game.Screens.Ranking.Expanded.Accuracy;\nusing osuTK;\nusing osuTK.Graphics;\n@@ -129,14 +130,16 @@ private void load()\nColour = ColourInfo.GradientVertical(Color4.DarkGray.Darken(0.5f).Opacity(0.3f), Color4.DarkGray.Darken(0.5f).Opacity(0f)),\nHeight = 0.25f,\n},\n- new CircularProgress\n+ new SmoothCircularProgress\n{\nRelativeSizeAxes = Axes.Both,\n+ RelativePositionAxes = Axes.Both,\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\nCurrent = new BindableDouble(paddedAngleRange / 360),\nInnerRadius = 0.05f,\nRotation = -paddedAngleRange / 2,\n+ Y = 0.0035f\n}\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Smooth paddle a bit
664,874
06.09.2021 19:13:12
-7,200
08288c8366b295ae8e11309fc706d1bccb240b13
Remove unused index var
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/PaddleDistributionGraph.cs", "new_path": "osu.Game.Rulesets.Tau/PaddleDistributionGraph.cs", "diff": "@@ -172,14 +172,11 @@ private void createBars()\n{\nHeight = Math.Max(0.075f, (float)bins[i] / maxCount) * 0.3f,\nPosition = Extensions.GetCircularPosition(radius - 17, (i * bin_per_angle) - (angleRange / 2)) + new Vector2(0, radius),\n- Index = i\n});\n}\nprivate class Bar : CompositeDrawable\n{\n- public float Index { get; set; }\n-\npublic Bar()\n{\nAnchor = Anchor.TopCentre;\n" } ]
C#
MIT License
taulazer/tau
Remove unused index var
664,874
06.09.2021 19:16:14
-7,200
a736d09a20c7752f4b2fc7fb0c7c34962f7ae010
Move graph to Statistics namespace
[ { "change_type": "RENAME", "old_path": "osu.Game.Rulesets.Tau/PaddleDistributionGraph.cs", "new_path": "osu.Game.Rulesets.Tau/Statistics/PaddleDistributionGraph.cs", "diff": "using osu.Framework.Graphics.Colour;\nusing osu.Framework.Graphics.Containers;\nusing osu.Framework.Graphics.Shapes;\n-using osu.Framework.Graphics.UserInterface;\nusing osu.Game.Beatmaps;\nusing osu.Game.Rulesets.Scoring;\nusing osu.Game.Rulesets.Tau.Objects;\nusing osuTK;\nusing osuTK.Graphics;\n-namespace osu.Game.Rulesets.Tau\n+namespace osu.Game.Rulesets.Tau.Statistics\n{\npublic class PaddleDistributionGraph : CompositeDrawable\n{\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "using osu.Game.Rulesets.Tau.Replays;\nusing osu.Game.Rulesets.Tau.Scoring;\nusing osu.Game.Rulesets.Tau.Skinning.Legacy;\n+using osu.Game.Rulesets.Tau.Statistics;\nusing osu.Game.Rulesets.Tau.UI;\nusing osu.Game.Rulesets.UI;\nusing osu.Game.Scoring;\n" } ]
C#
MIT License
taulazer/tau
Move graph to Statistics namespace
664,859
06.09.2021 14:25:40
14,400
74dc025ab3f0c2819830f89e5138b41e4ad2505e
Fix sliders having the wrong distance
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModInverse.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModInverse.cs", "diff": "@@ -25,13 +25,8 @@ public void ApplyToDrawableHitObject(DrawableHitObject drawable)\n{\nswitch (drawableObject)\n{\n- case DrawableSliderHead head:\n- applyInverseToBeat(head, state, -0.484f, -0.984f);\n-\n- break;\n-\ncase DrawableBeat beat:\n- applyInverseToBeat(beat, state, -0.516f);\n+ applyInverseToBeat(beat, state, -0.5f);\nbreak;\n@@ -58,7 +53,7 @@ public void ApplyToDrawableHitObject(DrawableHitObject drawable)\n};\n}\n- private void applyInverseToBeat(DrawableBeat beat, ArmedState state, float finalDistance, float startingDistance = -1)\n+ private void applyInverseToBeat(DrawableBeat beat, ArmedState state, float finalDistance)\n{\nvar box = beat.Box;\nvar hitObject = beat.HitObject;\n@@ -71,7 +66,7 @@ private void applyInverseToBeat(DrawableBeat beat, ArmedState state, float final\nusing (beat.BeginAbsoluteSequence(hitObject.StartTime, false))\n{\n- box.MoveToY(startingDistance)\n+ box.MoveToY(-1)\n.MoveToY(finalDistance, hitObject.TimePreempt);\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs", "diff": "@@ -94,7 +94,7 @@ protected override void UpdateInitialTransforms()\nbase.UpdateInitialTransforms();\nBox.FadeIn(HitObject.TimeFadeIn);\n- Box.MoveToY(-0.485f, HitObject.TimePreempt);\n+ Box.MoveToY(-0.5f, HitObject.TimePreempt);\n}\nprotected override void CheckForResult(bool userTriggered, double timeOffset)\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "diff": "@@ -218,7 +218,7 @@ protected override void UpdateAfterChildren()\nbase.UpdateAfterChildren();\npath.ClearVertices();\n- const float max_distance = 376;\n+ float maxDistance = TauPlayfield.BASE_SIZE.X / 2;\nfor (double t = Math.Max(Time.Current, HitObject.StartTime + HitObject.Nodes.First().Time);\nt < Math.Min(Time.Current + HitObject.TimePreempt, HitObject.StartTime + HitObject.Nodes.Last().Time);\n@@ -234,10 +234,10 @@ protected override void UpdateAfterChildren()\nfloat actualProgress = (float)((t - nodeStart) / duration);\n// Larger the time, the further in it is.\n- float distanceFromCentre = (float)(1 - ((t - Time.Current) / HitObject.TimePreempt)) * max_distance;\n+ float distanceFromCentre = (float)(1 - ((t - Time.Current) / HitObject.TimePreempt)) * maxDistance;\nif (inversed)\n- distanceFromCentre = (max_distance * 2) - distanceFromCentre;\n+ distanceFromCentre = (maxDistance * 2) - distanceFromCentre;\n// Angle calc\nfloat difference = (nextNode.Angle - currentNode.Angle) % 360;\n@@ -256,10 +256,10 @@ protected override void UpdateAfterChildren()\ndouble timeDiff = HitObject.StartTime + HitObject.Nodes.Last().Time - Time.Current;\ndouble progress = 1 - (timeDiff / HitObject.TimePreempt);\n- float endNodeDistanceFromCentre = (float)(progress * max_distance);\n+ float endNodeDistanceFromCentre = (float)(progress * maxDistance);\nif (inversed)\n- endNodeDistanceFromCentre = (max_distance * 2) - endNodeDistanceFromCentre;\n+ endNodeDistanceFromCentre = (maxDistance * 2) - endNodeDistanceFromCentre;\npath.AddVertex(Extensions.GetCircularPosition(endNodeDistanceFromCentre, HitObject.Nodes.Last().Angle));\n}\n" } ]
C#
MIT License
taulazer/tau
Fix sliders having the wrong distance
664,859
06.09.2021 15:59:25
14,400
c794d36e3a220f48b87ea53c183b36edb2f27974
Disallow using Inverse mod when Hidden or FadeIn is enabled
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModFadeIn.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModFadeIn.cs", "diff": "+using System;\nusing osu.Framework.Graphics.Sprites;\nusing osu.Game.Rulesets.Tau.UI;\n@@ -9,6 +10,7 @@ public class TauModFadeIn : TauModHidden\npublic override string Acronym => \"FI\";\npublic override string Description => @\"Beats and sliders fade in\";\npublic override IconUsage? Icon => TauIcon.ModFadeIn;\n+ public override Type[] IncompatibleMods => new[] { typeof(TauModInverse) };\nprotected override MaskingMode Mode => MaskingMode.FadeIn;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs", "diff": "+using System;\nusing osu.Framework.Graphics.Containers;\nusing osu.Framework.Graphics.Sprites;\nusing osu.Game.Rulesets.Mods;\n@@ -13,6 +14,7 @@ public class TauModHidden : ModHidden, IApplicableToDrawableRuleset<TauHitObject\npublic override string Description => @\"Play with no beats and fading sliders.\";\npublic override double ScoreMultiplier => 1.06;\npublic override IconUsage? Icon => TauIcon.ModHidden;\n+ public override Type[] IncompatibleMods => new[] { typeof(TauModInverse) };\npublic virtual void ApplyToDrawableRuleset(DrawableRuleset<TauHitObject> drawableRuleset)\n{\n" } ]
C#
MIT License
taulazer/tau
Disallow using Inverse mod when Hidden or FadeIn is enabled
664,859
06.09.2021 15:59:59
14,400
20e2479193a78dffabcc5dcf9f765622a88d7acf
Add new Inverse mod icon
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Resources/Fonts/tauFont.fnt", "new_path": "osu.Game.Rulesets.Tau/Resources/Fonts/tauFont.fnt", "diff": "Binary files a/osu.Game.Rulesets.Tau/Resources/Fonts/tauFont.fnt and b/osu.Game.Rulesets.Tau/Resources/Fonts/tauFont.fnt differ\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Resources/Fonts/tauFont_0.png", "new_path": "osu.Game.Rulesets.Tau/Resources/Fonts/tauFont_0.png", "diff": "Binary files a/osu.Game.Rulesets.Tau/Resources/Fonts/tauFont_0.png and b/osu.Game.Rulesets.Tau/Resources/Fonts/tauFont_0.png differ\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauIcon.cs", "new_path": "osu.Game.Rulesets.Tau/TauIcon.cs", "diff": "@@ -9,5 +9,7 @@ public class TauIcon\npublic static IconUsage ModHidden => Get(8280);\npublic static IconUsage ModFadeIn => Get(8281);\n+\n+ public static IconUsage ModInverse => Get(8282);\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Add new Inverse mod icon
664,869
06.09.2021 19:46:58
14,400
74dec4ef279d6b6cee76e46426c96d1456fad8e4
Update sh_PlayfieldMask.fs
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Resources/Shaders/sh_PlayfieldMask.fs", "new_path": "osu.Game.Rulesets.Tau/Resources/Shaders/sh_PlayfieldMask.fs", "diff": "@@ -17,5 +17,5 @@ lowp vec4 getColourAt(highp vec2 diff, highp vec2 size, lowp vec4 originalColour\nvoid main(void)\n{\n- gl_FragColor = mix(getColourAt(aperturePos - v_Position, apertureSize, v_Colour), vec4(0, 0.0, 0, 1.0), 0);\n+ gl_FragColor = mix(getColourAt(aperturePos - v_Position, apertureSize, v_Colour), vec4(0, 0.0, 0, 1.0), 0.0);\n}\n" } ]
C#
MIT License
taulazer/tau
Update sh_PlayfieldMask.fs
664,874
16.09.2021 20:14:03
-7,200
9c4852426fc7b4eb8985a4612e4c72087201f6e7
Use KeyBindingPress/ReleaseEvent
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs", "diff": "using osu.Framework.Graphics;\nusing osu.Framework.Graphics.Containers;\nusing osu.Framework.Input.Bindings;\n+using osu.Framework.Input.Events;\nusing osu.Game.Graphics;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Scoring;\n@@ -172,22 +173,22 @@ protected override void UpdateHitStateTransforms(ArmedState state)\n}\n}\n- public bool OnPressed(TauAction action)\n+ public bool OnPressed(KeyBindingPressEvent<TauAction> e)\n{\nif (Judged)\nreturn false;\n- validActionPressed = HitActions.Contains(action);\n+ validActionPressed = HitActions.Contains(e.Action);\nvar result = UpdateResult(true);\nif (IsHit)\n- HitAction = action;\n+ HitAction = e.Action;\nreturn result;\n}\n- public void OnReleased(TauAction action)\n+ public void OnReleased(KeyBindingReleaseEvent<TauAction> e)\n{\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs", "diff": "using osu.Framework.Allocation;\nusing osu.Framework.Graphics;\nusing osu.Framework.Input.Bindings;\n+using osu.Framework.Input.Events;\nusing osu.Game.Graphics;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Scoring;\n@@ -110,18 +111,18 @@ protected override void UpdateHitStateTransforms(ArmedState state)\n}\n}\n- public bool OnPressed(TauAction action)\n+ public bool OnPressed(KeyBindingPressEvent<TauAction> e)\n{\nif (AllJudged)\nreturn false;\n- if (HitActions.Contains(action))\n+ if (HitActions.Contains(e.Action))\nreturn UpdateResult(true);\nreturn false;\n}\n- public void OnReleased(TauAction action)\n+ public void OnReleased(TauAction e)\n{\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "diff": "using osu.Framework.Graphics.Lines;\nusing osu.Framework.Graphics.Shapes;\nusing osu.Framework.Input.Bindings;\n+using osu.Framework.Input.Events;\nusing osu.Framework.Timing;\nusing osu.Framework.Utils;\nusing osu.Game.Audio;\n@@ -334,9 +335,9 @@ protected override void UpdateAfterChildren()\nplayfield?.AdjustRingGlow(0, Vector2.Zero.GetDegreesFromPosition(path.Position));\n}\n- public bool OnPressed(TauAction action) => HitActions.Contains(action) && !Tracking.Value;\n+ public bool OnPressed(KeyBindingPressEvent<TauAction> e) => HitActions.Contains(e.Action) && !Tracking.Value;\n- public void OnReleased(TauAction action)\n+ public void OnReleased(KeyBindingReleaseEvent<TauAction> e)\n{\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauResumeOverlay.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauResumeOverlay.cs", "diff": "@@ -126,9 +126,9 @@ protected override void OnHoverLost(HoverLostEvent e)\nbase.OnHoverLost(e);\n}\n- public bool OnPressed(TauAction action)\n+ public bool OnPressed(KeyBindingPressEvent<TauAction> e)\n{\n- switch (action)\n+ switch (e.Action)\n{\ncase TauAction.LeftButton:\ncase TauAction.RightButton:\n@@ -143,7 +143,7 @@ public bool OnPressed(TauAction action)\nreturn false;\n}\n- public void OnReleased(TauAction action)\n+ public void OnReleased(KeyBindingReleaseEvent<TauAction> e)\n{\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Use KeyBindingPress/ReleaseEvent
664,874
16.09.2021 20:37:15
-7,200
61c64d159547618601513e043186607fc6085dca
Use AddGame in TestSceneOsuGame
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TestSceneOsuGame.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TestSceneOsuGame.cs", "diff": "using osu.Framework.Allocation;\n-using osu.Framework.Graphics;\n-using osu.Framework.Platform;\nusing osu.Game.Tests.Visual;\nnamespace osu.Game.Rulesets.Tau.Tests\n@@ -8,15 +6,9 @@ namespace osu.Game.Rulesets.Tau.Tests\npublic class TestSceneOsuGame : OsuTestScene\n{\n[BackgroundDependencyLoader]\n- private void load(GameHost host, OsuGameBase gameBase)\n+ private void load()\n{\n- OsuGame game = new OsuGame();\n- game.SetHost(host);\n-\n- Children = new Drawable[]\n- {\n- game\n- };\n+ AddGame(new OsuGame());\n}\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Use AddGame in TestSceneOsuGame
664,874
16.09.2021 20:42:04
-7,200
25988920b06ba6323469f0d404b2f7da11aba1b4
Replace missed OnReleased method
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs", "diff": "@@ -122,7 +122,7 @@ public bool OnPressed(KeyBindingPressEvent<TauAction> e)\nreturn false;\n}\n- public void OnReleased(TauAction e)\n+ public void OnReleased(KeyBindingReleaseEvent<TauAction> e)\n{\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Replace missed OnReleased method
664,859
16.09.2021 18:46:19
14,400
c49b3d242166b6097da63cfcacc53fb63d433c9a
Add TestSceneDrawableJudgement
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauJudgement.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauJudgement.cs", "diff": "@@ -11,12 +11,12 @@ namespace osu.Game.Rulesets.Tau.Objects.Drawables\n{\npublic class DrawableTauJudgement : DrawableJudgement\n{\n- private SkinnableLighting lighting;\n+ protected SkinnableLighting Lighting { get; private set; }\n[Resolved]\nprivate OsuConfigManager config { get; set; }\n- [Resolved]\n+ [Resolved(canBeNull: true)]\nprivate TauPlayfield playfield { get; set; }\n[BackgroundDependencyLoader]\n@@ -27,7 +27,7 @@ private void load()\nAnchor = Anchor.Centre;\nOrigin = Anchor.Centre;\n- AddInternal(lighting = new SkinnableLighting\n+ AddInternal(Lighting = new SkinnableLighting\n{\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\n@@ -41,8 +41,8 @@ protected override void PrepareForUse()\n{\nbase.PrepareForUse();\n- lighting.ResetAnimation();\n- lighting.SetColourFrom(JudgedObject, Result);\n+ Lighting.ResetAnimation();\n+ Lighting.SetColourFrom(JudgedObject, Result);\nvar angle = 0f;\n@@ -52,7 +52,7 @@ protected override void PrepareForUse()\nif (JudgedObject is DrawableSlider s)\nangle = s.HitObject.Nodes.Last().Angle;\n- Position = Extensions.GetCircularPosition(playfield.Inversed ? .3f : .6f, angle);\n+ Position = Extensions.GetCircularPosition((playfield?.Inversed ?? false) ? .3f : .6f, angle);\nRotation = angle;\n}\n@@ -60,14 +60,14 @@ protected override void ApplyHitAnimations()\n{\nvar hitLightingEnabled = config.Get<bool>(OsuSetting.HitLighting);\n- lighting.Alpha = 0;\n+ Lighting.Alpha = 0;\n- if (hitLightingEnabled && lighting.Drawable != null)\n+ if (hitLightingEnabled && Lighting.Drawable != null)\n{\n- lighting.ScaleTo(0.8f).ScaleTo(1.2f, 600, Easing.Out);\n- lighting.FadeIn(200).Then().Delay(200).FadeOut(1000);\n+ Lighting.ScaleTo(0.8f).ScaleTo(1.2f, 600, Easing.Out);\n+ Lighting.FadeIn(200).Then().Delay(200).FadeOut(1000);\n- LifetimeEnd = lighting.LatestTransformEndTime;\n+ LifetimeEnd = Lighting.LatestTransformEndTime;\n}\nbase.ApplyHitAnimations();\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -64,13 +64,6 @@ public TauPlayfield(BeatmapDifficulty difficulty)\nAddRangeInternal(new Drawable[]\n{\n- judgementLayer = new Container\n- {\n- RelativeSizeAxes = Axes.Both,\n- Depth = 1,\n- Anchor = Anchor.Centre,\n- Origin = Anchor.Centre,\n- },\nnew VisualisationContainer(),\nnew SkinnableDrawable(new TauSkinComponent(TauSkinComponents.Ring), _ => new PlayfieldPiece()),\nnew Container\n@@ -78,6 +71,12 @@ public TauPlayfield(BeatmapDifficulty difficulty)\nRelativeSizeAxes = Axes.Both,\nChild = HitObjectContainer\n},\n+ judgementLayer = new Container\n+ {\n+ RelativeSizeAxes = Axes.Both,\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre,\n+ },\ncursor,\nkiaiExplosionContainer = new Container<KiaiHitExplosion>\n{\n" } ]
C#
MIT License
taulazer/tau
Add TestSceneDrawableJudgement
664,874
06.10.2021 22:49:42
-7,200
15fbf966ab1b456872d7d5ab95fd90467c94350d
Replace use of BeatmapDifficulty
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TestScenePaddleDistribution.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TestScenePaddleDistribution.cs", "diff": "@@ -27,7 +27,7 @@ public void TestManyDistributionEvents()\npublic void TestAroundCentre()\n{\nvar beatmap = new TestBeatmap(new TauRuleset().RulesetInfo);\n- var angleRange = (float)BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.CircleSize, 75, 25, 10);\n+ var angleRange = (float)IBeatmapDifficultyInfo.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.CircleSize, 75, 25, 10);\ncreateTest(Enumerable.Range(0, (int)angleRange).Select(i => new HitEvent(i / 50f, HitResult.Perfect, new Beat(), new Beat(), new Vector2((i - (angleRange / 2)), 0))).ToList());\n}\n@@ -64,7 +64,7 @@ public static List<HitEvent> CreateDistributedHitEvents()\n{\nvar hitEvents = new List<HitEvent>();\nvar beatmap = new TestBeatmap(new TauRuleset().RulesetInfo);\n- var angleRange = (float)BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.CircleSize, 75, 25, 10);\n+ var angleRange = (float)IBeatmapDifficultyInfo.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.CircleSize, 75, 25, 10);\nfor (int i = 0; i < 100; i++)\n{\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "diff": "@@ -38,7 +38,7 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\nif (!CanConvertToSliders)\ngoto default;\n- if (pathData.Duration < BeatmapDifficulty.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / 2)\n+ if (pathData.Duration < IBeatmapDifficultyInfo.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / 2)\ngoto default;\nvar nodes = new List<SliderNode>();\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Statistics/PaddleDistributionGraph.cs", "new_path": "osu.Game.Rulesets.Tau/Statistics/PaddleDistributionGraph.cs", "diff": "@@ -29,7 +29,7 @@ public PaddleDistributionGraph(IReadOnlyList<HitEvent> hitEvents, IBeatmap beatm\n{\nthis.hitEvents = hitEvents.Where(e => !(e.HitObject.HitWindows is HitWindows.EmptyHitWindows) && e.HitObject is Beat && e.Result.IsHit()).ToList();\n- angleRange = (float)BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.CircleSize, 75, 25, 10);\n+ angleRange = (float)IBeatmapDifficultyInfo.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.CircleSize, 75, 25, 10);\n}\n[BackgroundDependencyLoader]\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "diff": "@@ -27,7 +27,7 @@ public class TauCursor : CompositeDrawable\npublic TauCursor(BeatmapDifficulty difficulty)\n{\n- angleRange = (float)BeatmapDifficulty.DifficultyRange(difficulty.CircleSize, 75, 25, 10);\n+ angleRange = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.CircleSize, 75, 25, 10);\nOrigin = Anchor.Centre;\nAnchor = Anchor.Centre;\n" } ]
C#
MIT License
taulazer/tau
Replace use of BeatmapDifficulty
664,874
06.10.2021 22:51:19
-7,200
0c1ae2cddbbd4aef92bc87274f623746c4c1665d
some missed ones
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/TauHitObject.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/TauHitObject.cs", "diff": "@@ -70,11 +70,11 @@ public bool LastInCombo\nprotected override HitWindows CreateHitWindows() => new TauHitWindows();\n- protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)\n+ protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)\n{\nbase.ApplyDefaultsToSelf(controlPointInfo, difficulty);\n- TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);\n+ TimePreempt = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);\nTimeFadeIn = 100;\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauResumeOverlay.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauResumeOverlay.cs", "diff": "@@ -25,7 +25,7 @@ public class TauResumeOverlay : ResumeOverlay\npublic TauResumeOverlay(BeatmapDifficulty difficulty)\n{\n- angleRange = (float)BeatmapDifficulty.DifficultyRange(difficulty.CircleSize, 75, 25, 10);\n+ angleRange = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.CircleSize, 75, 25, 10);\n}\n[BackgroundDependencyLoader]\n" } ]
C#
MIT License
taulazer/tau
some missed ones
664,859
09.10.2021 13:33:09
14,400
869e237e1f8c776e392ad23f6eff1b0f8f7a94bf
Change PlayingVerb
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -99,7 +99,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\npublic override string ShortName => SHORT_NAME;\n- public override string PlayingVerb => \"Hitting beats\";\n+ public override string PlayingVerb => \"Slicing beats\";\npublic override RulesetSettingsSubsection CreateSettings() => new TauSettingsSubsection(this);\n" } ]
C#
MIT License
taulazer/tau
Change PlayingVerb
664,859
09.10.2021 14:38:04
14,400
dba0cfdccf0b03b483a566a78ce7c661a7375d23
Adjust tagline and center it
[ { "change_type": "MODIFY", "old_path": "README.md", "new_path": "README.md", "diff": "[![GitHub issues](https://img.shields.io/github/issues/Altenhh/tau.svg?style=flat-square)](https://github.com/Altenhh/tau/issues)\n[![community server](https://discordapp.com/api/guilds/689728872282849313/widget.png?style=shield)](https://discord.gg/7Y8GXAa)\n+*A [osu!](https://github.com/ppy/osu) ruleset. Sweeping beats with your scythe.*\n+\n</div>\n-A [osu!](https://github.com/ppy/osu) ruleset surrounding a double scythe and beats. [Original](https://deadlysprinklez.itch.io/tau) idea belonging to *pizzapip* and *[DeadlySprinklez](https://github.com/DeadlySprinklez)*.\n+[Original](https://deadlysprinklez.itch.io/tau) idea belonging to *pizzapip* and *[DeadlySprinklez](https://github.com/DeadlySprinklez)*.\n## Running the Gamemode\nWe have [prebuilt libraries](https://github.com/Altenhh/tau/releases) for users looking to play the mode without creating a development environment. All releases will work on all operating systems that *osu!* supports.\n" } ]
C#
MIT License
taulazer/tau
Adjust tagline and center it
664,869
09.10.2021 15:17:03
14,400
a412ddddf8397014661b7d375a8abc838d459c7f
Update badges and fix grammar mistake
[ { "change_type": "MODIFY", "old_path": "README.md", "new_path": "README.md", "diff": "[![tau](https://alten.s-ul.eu/rdXkomwh.png)](https://github.com/Altenhh/tau \"tau\")\n<div align=\"center\">\n-[![release](https://img.shields.io/badge/build-2020.403.6B3-brightgreen?style=flat-square)](https://github.com/Altenhh/tau/releases)\n+[![release](https://img.shields.io/github/v/release/naoei/tau?style=flat-square)](https://github.com/Altenhh/tau/releases)\n[![GitHub license](https://img.shields.io/github/license/Altenhh/tau.svg?style=flat-square)](https://github.com/Altenhh/tau/LICENSE)\n-[![GitHub stars](https://img.shields.io/github/stars/Altenhh/tau.svg?style=flat-square)](https://github.com/Altenhh/tau/stargazers)\n-[![GitHub forks](https://img.shields.io/github/forks/Altenhh/tau.svg?style=flat-square)](https://github.com/Altenhh/tau/network)\n-[![GitHub issues](https://img.shields.io/github/issues/Altenhh/tau.svg?style=flat-square)](https://github.com/Altenhh/tau/issues)\n+![GitHub all releases](https://img.shields.io/github/downloads/naoei/tau/total?style=flat-square)\n+![GitHub release (latest by date)](https://img.shields.io/github/downloads/naoei/tau/latest/total?style=flat-square)\n[![community server](https://discordapp.com/api/guilds/689728872282849313/widget.png?style=shield)](https://discord.gg/7Y8GXAa)\n-*A [osu!](https://github.com/ppy/osu) ruleset. Sweeping beats with your scythe.*\n+*An [osu!](https://github.com/ppy/osu) ruleset. Sweeping beats with your scythe.*\n</div>\n" } ]
C#
MIT License
taulazer/tau
Update badges and fix grammar mistake
664,859
15.10.2021 13:17:33
14,400
6263d2503b40129e965be656c924f3b8d82d2e71
Remove slider glow Didn't exactly fit well with me from the start anyways
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "diff": "@@ -326,13 +326,6 @@ protected override void UpdateAfterChildren()\nbreak;\n}\n}\n-\n- if (AllJudged) return;\n-\n- if (Tracking.Value)\n- playfield?.AdjustRingGlow((float)(totalTimeHeld / HitObject.Duration), Vector2.Zero.GetDegreesFromPosition(path.Position));\n- else\n- playfield?.AdjustRingGlow(0, Vector2.Zero.GetDegreesFromPosition(path.Position));\n}\npublic bool OnPressed(KeyBindingPressEvent<TauAction> e) => HitActions.Contains(e.Action) && !Tracking.Value;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -172,25 +172,6 @@ public void CreateSliderEffect(float angle, bool kiai)\n});\n}\n- private float cacheProgress;\n-\n- public void AdjustRingGlow(float progress, float angle)\n- {\n- if (cacheProgress == progress) return;\n- cacheProgress = progress;\n-\n- var glow = cursor.PaddleDrawable.Glow;\n- glow.FinishTransforms();\n-\n- glow.FadeTo(progress, progress == 0 ? 200 : 0);\n- glow.Rotation = angle - cursor.PaddleDrawable.Rotation;\n-\n- glow.Line.Current.Value = Interpolation.ValueAt(progress, 0, 8f / 360, 0, 1, Easing.In);\n- glow.Glow.Current.Value = Interpolation.ValueAt(progress, 0, 8f / 360, 0, 1, Easing.In);\n- glow.Glow.Size = Interpolation.ValueAt(progress, new Vector2(0.6f), new Vector2(1.01f), 0, 1, Easing.In);\n- glow.Glow.InnerRadius = Interpolation.ValueAt(progress, 0, 0.325f, 0, 1, Easing.In);\n- }\n-\nprivate void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\n{\nhitPolicy.HandleHit(judgedObject);\n@@ -200,9 +181,6 @@ private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\njudgementLayer.Add(poolDictionary[result.Type].Get(doj => doj.Apply(result, judgedObject)));\n- if (judgedObject is DrawableSlider)\n- cursor.PaddleDrawable.Glow.FadeOut(200);\n-\nif (judgedObject.HitObject.Kiai && result.Type != HitResult.Miss)\n{\nfloat angle = judgedObject switch\n" } ]
C#
MIT License
taulazer/tau
Remove slider glow Didn't exactly fit well with me from the start anyways
664,859
15.10.2021 13:19:20
14,400
25497da401fc5303dda993da085c5df57317956d
Move `CheckIfWeCanValidate` to `TauPlayfield` Not entirely sure why we initially chose to place it under `TauCursor`, as the cursor is purely visual.
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -154,7 +154,12 @@ protected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObje\nprotected override HitObjectLifetimeEntry CreateLifetimeEntry(HitObject hitObject) => new TauHitObjectLifetimeEntry(hitObject);\n- public (bool, float) CheckIfWeCanValidate(float angle) => cursor.CheckForValidation(angle);\n+ public (bool, float) CheckIfWeCanValidate(float angle)\n+ {\n+ var angleDiff = Extensions.GetDeltaAngle(cursor.PaddleDrawable.Rotation, angle);\n+\n+ return (Math.Abs(angleDiff) <= cursor.AngleRange / 2, angleDiff);\n+ }\n[Resolved]\nprivate OsuColour colour { get; set; }\n" } ]
C#
MIT License
taulazer/tau
Move `CheckIfWeCanValidate` to `TauPlayfield` Not entirely sure why we initially chose to place it under `TauCursor`, as the cursor is purely visual.
664,859
15.10.2021 13:19:56
14,400
51d4ac780c7dc2079ce95acf9f0a06696d056583
Split and animate cursor
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "diff": "-using System;\nusing osu.Framework.Allocation;\nusing osu.Framework.Bindables;\nusing osu.Framework.Graphics;\nusing osu.Framework.Graphics.Containers;\nusing osu.Framework.Graphics.Cursor;\n-using osu.Framework.Graphics.Textures;\n-using osu.Framework.Graphics.UserInterface;\nusing osu.Framework.Input.Events;\nusing osu.Game.Beatmaps;\n-using osu.Game.Rulesets.Tau.Skinning.Default;\n-using osu.Game.Skinning;\n-using osuTK;\n-using SixLabors.ImageSharp;\n-using SixLabors.ImageSharp.PixelFormats;\nnamespace osu.Game.Rulesets.Tau.UI.Cursor\n{\n- public class TauCursor : CompositeDrawable\n+ public class TauCursor : CursorContainer\n{\n- private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();\n- public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;\n+ [Resolved]\n+ private IBindable<WorkingBeatmap> beatmap { get; set; }\n- private readonly float angleRange;\n+ public float AngleRange { get; }\npublic readonly Paddle PaddleDrawable;\n+ protected override Drawable CreateCursor() => new AbsoluteCursor();\n+\npublic TauCursor(BeatmapDifficulty difficulty)\n{\n- angleRange = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.CircleSize, 75, 25, 10);\n+ AngleRange = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.CircleSize, 75, 25, 20);\n- Origin = Anchor.Centre;\n+ FillAspectRatio = 1; // 1:1\n+ FillMode = FillMode.Fit;\nAnchor = Anchor.Centre;\n+ Origin = Anchor.Centre;\n- RelativeSizeAxes = Axes.Both;\n- AddInternal(PaddleDrawable = new Paddle(angleRange));\n- AddInternal(new AbsoluteCursor());\n- }\n+ Alpha = 0;\n- [BackgroundDependencyLoader]\n- private void load(IBindable<WorkingBeatmap> beatmap)\n- {\n- this.beatmap.BindTo(beatmap);\n- }\n+ Add(PaddleDrawable = new Paddle(AngleRange));\n- public (bool, float) CheckForValidation(float angle)\n- {\n- var angleDiff = Extensions.GetDeltaAngle(PaddleDrawable.Rotation, angle);\n-\n- return (Math.Abs(angleDiff) <= angleRange / 2, angleDiff);\n+ State.Value = Visibility.Hidden;\n}\nprotected override bool OnMouseMove(MouseMoveEvent e)\n{\nPaddleDrawable.Rotation = ScreenSpaceDrawQuad.Centre.GetDegreesFromPosition(e.ScreenSpaceMousePosition);\n+ ActiveCursor.Position = ToLocalSpace(e.ScreenSpaceMousePosition);\n- return base.OnMouseMove(e);\n- }\n-\n- public class Paddle : CompositeDrawable\n- {\n- public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;\n- private readonly CircularContainer border;\n- private readonly CircularProgress paddle;\n-\n- public readonly PaddleGlow Glow;\n-\n- public Paddle(float angleRange)\n- {\n- RelativeSizeAxes = Axes.Both;\n- Anchor = Anchor.Centre;\n- Origin = Anchor.Centre;\n- FillMode = FillMode.Fit;\n- FillAspectRatio = 1; // 1:1 Aspect Ratio.\n-\n- InternalChildren = new Drawable[]\n- {\n- border = new CircularContainer\n- {\n- RelativeSizeAxes = Axes.Both,\n- //Masking = true,\n- Anchor = Anchor.Centre,\n- Origin = Anchor.Centre,\n- Children = new Drawable[]\n- {\n- Glow = new PaddleGlow(angleRange)\n- {\n- Alpha = 0\n- },\n- paddle = new CircularProgress\n- {\n- RelativeSizeAxes = Axes.Both,\n- Anchor = Anchor.Centre,\n- Origin = Anchor.Centre,\n- Current = new BindableDouble(angleRange / 360),\n- InnerRadius = 0.05f,\n- Rotation = -angleRange / 2,\n- },\n- new SkinnableDrawable(new TauSkinComponent(TauSkinComponents.Handle), _ => new HandlePiece(), ConfineMode.ScaleToFit)\n- }\n- }\n- };\n-\n- border.Colour = TauPlayfield.ACCENT_COLOR.Value;\n- }\n-\n- [BackgroundDependencyLoader]\n- private void load(ISkinSource skin)\n- {\n- Texture texture;\n-\n- if ((texture = skin.GetTexture(\"paddle\")) != null)\n- paddle.Texture = texture;\n+ return Handle(e);\n}\n- }\n-\n- public class AbsoluteCursor : CursorContainer\n- {\n- public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;\n- protected override Drawable CreateCursor() => new CircularContainer\n- {\n- Size = new Vector2(40),\n- Origin = Anchor.Centre,\n- Children = new Drawable[]\n- {\n- new CircularProgress\n- {\n- RelativeSizeAxes = Axes.Both,\n- Anchor = Anchor.Centre,\n- Origin = Anchor.Centre,\n- Current = new BindableDouble(.33f),\n- InnerRadius = 0.1f,\n- Rotation = -150\n- },\n- new CircularProgress\n+ public override void Show()\n{\n- RelativeSizeAxes = Axes.Both,\n- Anchor = Anchor.Centre,\n- Origin = Anchor.Centre,\n- Current = new BindableDouble(.33f),\n- InnerRadius = 0.1f,\n- Rotation = 30\n- },\n+ this.FadeInFromZero(250);\n+ PaddleDrawable.Show();\n}\n- };\n- protected override void UpdateAfterChildren()\n+ public override void Hide()\n{\n- base.UpdateAfterChildren();\n- ActiveCursor.Rotation += (float)Time.Elapsed / 5;\n- }\n- }\n-\n- public class PaddleGlow : CompositeDrawable\n- {\n- public PaddleGlow(float angleRange)\n- {\n- const int width = 128;\n-\n- var image = new Image<Rgba32>(width, width);\n-\n- var gradientTextureBoth = new Texture(width, width, true);\n+ PaddleDrawable.Hide();\n- for (int i = 0; i < width; ++i)\n+ using (BeginDelayedSequence(250))\n{\n- for (int j = 0; j < width; ++j)\n- {\n- float brightness = (float)i / (width - 1);\n- float brightness2 = (float)j / (width - 1);\n-\n- image[i, j] = new Rgba32(\n- 255,\n- 255,\n- 255,\n- (byte)(255 - (1 + brightness2 - brightness) / 2 * 255));\n- }\n- }\n-\n- gradientTextureBoth.SetData(new TextureUpload(image));\n-\n- RelativeSizeAxes = Axes.Both;\n- Size = new Vector2(1.5f);\n- Anchor = Anchor.Centre;\n- Origin = Anchor.Centre;\n-\n- InternalChildren = new Drawable[]\n- {\n- Line = new CircularProgress\n- {\n- RelativeSizeAxes = Axes.Both,\n- Size = new Vector2(.68f),\n- InnerRadius = 0.01f,\n- Rotation = -5f,\n- Anchor = Anchor.Centre,\n- Origin = Anchor.Centre,\n- Current = new BindableDouble(8f / 360),\n- },\n- Glow = new CircularProgress\n- {\n- RelativeSizeAxes = Axes.Both,\n- InnerRadius = 0.325f,\n- Rotation = -5f,\n- Texture = gradientTextureBoth,\n- Anchor = Anchor.Centre,\n- Origin = Anchor.Centre,\n- Current = new BindableDouble(8f / 360),\n- }\n- };\n+ this.FadeOut(250);\n}\n-\n- public CircularProgress Line;\n- public CircularProgress Glow;\n}\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauResumeOverlay.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauResumeOverlay.cs", "diff": "@@ -19,7 +19,7 @@ public class TauResumeOverlay : ResumeOverlay\nprivate readonly float angleRange;\nprivate TauClickToResumeContainer clickContainer;\nprivate Container container;\n- private TauCursor.AbsoluteCursor absoluteCursor;\n+ private AbsoluteCursor absoluteCursor;\nprotected override string Message => \"Move the cursor to the highlighted area.\";\n@@ -54,7 +54,7 @@ private void load()\n}\n});\n- Add(absoluteCursor = new TauCursor.AbsoluteCursor\n+ Add(absoluteCursor = new AbsoluteCursor\n{\nAlpha = 0\n});\n" } ]
C#
MIT License
taulazer/tau
Split and animate cursor
664,859
15.10.2021 13:30:34
14,400
4974c5129f91022b685f8b240e608b0549a3f318
Make cursor appear in gameplay
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "diff": "using osu.Framework.Graphics.Cursor;\nusing osu.Framework.Input.Events;\nusing osu.Game.Beatmaps;\n+using osu.Game.Rulesets.UI;\nnamespace osu.Game.Rulesets.Tau.UI.Cursor\n{\n- public class TauCursor : CursorContainer\n+ public class TauCursor : GameplayCursorContainer\n{\n[Resolved]\nprivate IBindable<WorkingBeatmap> beatmap { get; set; }\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -42,6 +42,8 @@ public class TauPlayfield : Playfield\nprivate readonly OrderedHitPolicy hitPolicy;\nprivate readonly IDictionary<HitResult, DrawablePool<DrawableTauJudgement>> poolDictionary = new Dictionary<HitResult, DrawablePool<DrawableTauJudgement>>();\n+ protected override GameplayCursorContainer CreateCursor() => cursor;\n+\npublic readonly ParticleEmitter SliderParticleEmitter;\npublic bool Inversed;\n@@ -78,7 +80,6 @@ public TauPlayfield(BeatmapDifficulty difficulty)\nRelativeSizeAxes = Axes.Both,\nChild = HitObjectContainer\n},\n- cursor,\nkiaiExplosionContainer = new Container<KiaiHitExplosion>\n{\nName = \"Kiai hit explosions\",\n@@ -141,6 +142,13 @@ private void load(ISkinSource skin, TauRulesetConfigManager config)\nRegisterPool<SliderHeadBeat, DrawableSliderHead>(3);\n}\n+ protected override void LoadComplete()\n+ {\n+ base.LoadComplete();\n+\n+ Scheduler.AddDelayed(cursor.Show, 50);\n+ }\n+\nprotected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObject)\n{\nbase.OnNewDrawableHitObject(drawableHitObject);\n" } ]
C#
MIT License
taulazer/tau
Make cursor appear in gameplay
664,859
15.10.2021 14:15:41
14,400
92988c638133bc6e94141eb8c32b2337ae64ddcf
Use triangle explosion with paddle
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Cursor/Paddle.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Cursor/Paddle.cs", "diff": "using osu.Framework.Graphics.Containers;\nusing osu.Framework.Graphics.Textures;\nusing osu.Framework.Graphics.UserInterface;\n+using osu.Framework.Utils;\nusing osu.Game.Rulesets.Tau.Skinning.Default;\nusing osu.Game.Skinning;\n@@ -36,7 +37,7 @@ public Paddle(float angleRange)\nCurrent = new BindableDouble(),\nInnerRadius = 0.05f,\n},\n- new SkinnableDrawable(new TauSkinComponent(TauSkinComponents.Handle), _ => new HandlePiece(), ConfineMode.ScaleToFit)\n+ new SkinnableDrawable(new TauSkinComponent(TauSkinComponents.Handle), _ => new HandlePiece(), ConfineMode.ScaleToFit),\n};\n}\n@@ -51,14 +52,40 @@ private void load(ISkinSource skin)\nprotected override void PopIn()\n{\n- paddle.TransformBindableTo(paddle.Current, angleRange / 360, 500, Easing.OutExpo);\n- paddle.RotateTo(-angleRange / 2, 500, Easing.OutExpo);\n+ var leftExplosion = new TriangleExplosion(RNG.Next(3, 5))\n+ {\n+ Rotation = -90 + -(angleRange / 2) + Rotation,\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre,\n+ };\n+\n+ var rightExplosion = new TriangleExplosion(RNG.Next(3, 5))\n+ {\n+ Rotation = 90 + angleRange / 2 + Rotation,\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre,\n+ };\n+\n+ ((TauCursor)Parent).Add(leftExplosion);\n+ ((TauCursor)Parent).Add(rightExplosion);\n+\n+ paddle.TransformBindableTo(paddle.Current, angleRange / 360, 500, Easing.InExpo);\n+ paddle.RotateTo(-angleRange / 2, 500, Easing.InExpo);\n+\n+ // We're using a scheduler here because we require Rotation to be up-to-date when we're setting the position.\n+ Scheduler.AddDelayed(() =>\n+ {\n+ leftExplosion.Position = Extensions.GetCircularPosition(DrawHeight / 2 * (1 - (0.025f)), -(angleRange / 2) + Rotation);\n+ rightExplosion.Position = Extensions.GetCircularPosition(DrawHeight / 2 * (1 - 0.025f), angleRange / 2 + Rotation);\n+ leftExplosion.Show();\n+ rightExplosion.Show();\n+ }, 500);\n}\nprotected override void PopOut()\n{\n- paddle.TransformBindableTo(paddle.Current, 0, 500, Easing.OutExpo);\n- paddle.RotateTo(0, 500, Easing.OutExpo);\n+ paddle.TransformBindableTo(paddle.Current, 0, 500, Easing.InExpo);\n+ paddle.RotateTo(0, 500, Easing.InExpo);\n}\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Use triangle explosion with paddle
664,859
15.10.2021 14:29:54
14,400
bb2746d2b3fd135bea462921da7681b6eb018d17
Fix rotational bug
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Cursor/Paddle.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Cursor/Paddle.cs", "diff": "@@ -52,19 +52,8 @@ private void load(ISkinSource skin)\nprotected override void PopIn()\n{\n- var leftExplosion = new TriangleExplosion(RNG.Next(3, 5))\n- {\n- Rotation = -90 + -(angleRange / 2) + Rotation,\n- Anchor = Anchor.Centre,\n- Origin = Anchor.Centre,\n- };\n-\n- var rightExplosion = new TriangleExplosion(RNG.Next(3, 5))\n- {\n- Rotation = 90 + angleRange / 2 + Rotation,\n- Anchor = Anchor.Centre,\n- Origin = Anchor.Centre,\n- };\n+ var leftExplosion = new TriangleExplosion(RNG.Next(3, 5)) { Anchor = Anchor.Centre, Origin = Anchor.Centre };\n+ var rightExplosion = new TriangleExplosion(RNG.Next(3, 5)) { Anchor = Anchor.Centre, Origin = Anchor.Centre };\n((TauCursor)Parent).Add(leftExplosion);\n((TauCursor)Parent).Add(rightExplosion);\n@@ -75,8 +64,12 @@ protected override void PopIn()\n// We're using a scheduler here because we require Rotation to be up-to-date when we're setting the position.\nScheduler.AddDelayed(() =>\n{\n+ leftExplosion.Rotation = -90 + -(angleRange / 2) + Rotation;\n+ rightExplosion.Rotation = 90 + angleRange / 2 + Rotation;\n+\nleftExplosion.Position = Extensions.GetCircularPosition(DrawHeight / 2 * (1 - (0.025f)), -(angleRange / 2) + Rotation);\nrightExplosion.Position = Extensions.GetCircularPosition(DrawHeight / 2 * (1 - 0.025f), angleRange / 2 + Rotation);\n+\nleftExplosion.Show();\nrightExplosion.Show();\n}, 500);\n" } ]
C#
MIT License
taulazer/tau
Fix rotational bug
664,874
15.10.2021 20:41:44
-7,200
f16d8017da96d2b0c5b27392b3bf35ba370712fa
Avoid fading in from zero It was already zero to start off with
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "diff": "@@ -46,7 +46,7 @@ protected override bool OnMouseMove(MouseMoveEvent e)\npublic override void Show()\n{\n- this.FadeInFromZero(250);\n+ this.FadeIn(250);\nPaddleDrawable.Show();\n}\n" } ]
C#
MIT License
taulazer/tau
Avoid fading in from zero It was already zero to start off with
664,874
15.10.2021 20:47:36
-7,200
859ecbee1707e46719e76c2b5977c64c5ce25137
Remove excess usings
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "diff": "using osu.Framework.Bindables;\nusing osu.Framework.Graphics;\nusing osu.Framework.Graphics.Containers;\n-using osu.Framework.Graphics.Cursor;\nusing osu.Framework.Input.Events;\nusing osu.Game.Beatmaps;\nusing osu.Game.Rulesets.UI;\n" } ]
C#
MIT License
taulazer/tau
Remove excess usings
664,874
15.10.2021 21:15:23
-7,200
63c5c672453a3c691a21da0f5a415b446295992d
Move cursor show animation to cursor
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TestSceneGameplayCursor.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TestSceneGameplayCursor.cs", "diff": "@@ -29,8 +29,8 @@ public TestSceneGameplayCursor()\nAdd(cursor = new TauCursor(CreateBeatmap(new TauRuleset().RulesetInfo).BeatmapInfo.BaseDifficulty));\nAddStep(\"Reset cursor\", () => { InputManager.MoveMouseTo(cursor, new Vector2(0, -50)); });\n- AddStep(\"Show paddle\", () => { cursor.Show(); });\nAddStep(\"Hide paddle\", () => { cursor.Hide(); });\n+ AddStep(\"Show paddle\", () => { cursor.Show(); });\n}\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "diff": "@@ -35,6 +35,14 @@ public TauCursor(BeatmapDifficulty difficulty)\nState.Value = Visibility.Hidden;\n}\n+ protected override void LoadComplete()\n+ {\n+ base.LoadComplete();\n+\n+ using (BeginDelayedSequence(50))\n+ Show();\n+ }\n+\nprotected override bool OnMouseMove(MouseMoveEvent e)\n{\nPaddleDrawable.Rotation = ScreenSpaceDrawQuad.Centre.GetDegreesFromPosition(e.ScreenSpaceMousePosition);\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -141,13 +141,6 @@ private void load(ISkinSource skin, TauRulesetConfigManager config)\nRegisterPool<SliderHeadBeat, DrawableSliderHead>(3);\n}\n- protected override void LoadComplete()\n- {\n- base.LoadComplete();\n-\n- Scheduler.AddDelayed(cursor.Show, 50);\n- }\n-\nprotected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObject)\n{\nbase.OnNewDrawableHitObject(drawableHitObject);\n" } ]
C#
MIT License
taulazer/tau
Move cursor show animation to cursor
664,874
16.10.2021 11:46:02
-7,200
521a1f8dda0ba64db86f600dbf922331b14f5916
Update use of difficulty control point
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "diff": "@@ -112,9 +112,9 @@ private IEnumerable<SliderNode> createNodeFromTicks(HitObject original)\nvar controlPointInfo = Beatmap.ControlPointInfo;\nTimingControlPoint timingPoint = controlPointInfo.TimingPointAt(original.StartTime);\n- DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(original.StartTime);\n+ DifficultyControlPoint difficultyPoint = original.DifficultyControlPoint;\n- double scoringDistance = 100 * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;\n+ double scoringDistance = 100 * difficulty.SliderMultiplier * difficultyPoint.SliderVelocity;\nvar velocity = scoringDistance / timingPoint.BeatLength;\nvar tickDistance = scoringDistance / difficulty.SliderTickRate;\n" } ]
C#
MIT License
taulazer/tau
Update use of difficulty control point
664,862
16.10.2021 20:14:15
-36,000
8b8c48f7573c0510754ae3a242080dbd9f4389c9
Attempt to create Spinner to Slider
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "diff": "using System.Threading;\nusing osu.Framework.Bindables;\nusing osu.Framework.Extensions.IEnumerableExtensions;\n+using osu.Framework.Logging;\nusing osu.Game.Audio;\nusing osu.Game.Beatmaps;\nusing osu.Game.Beatmaps.ControlPoints;\n@@ -76,6 +77,44 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\nNodes = new BindableList<SliderNode>(nodes),\n}.Yield();\n+ case IHasDuration durationData:\n+ Logger.Log(\"Found Spinner\");\n+ //Is a spinner, should use a slider.\n+ if (!CanConvertToSliders)\n+ goto default;\n+\n+ // Should check if less than a desired time...\n+ // if (durationData.Duration < IBeatmapDifficultyInfo.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / 2)\n+ // goto default;\n+\n+ // Please don't convert spinners that are negative..\n+ if (durationData.Duration >= 0)\n+ goto default;\n+\n+ var sliderNodes = new List<SliderNode>();\n+ // should go in direction of previous object, otherwise, go anti-clockwise.\n+ // True = clockwise, False = antiClockwise.\n+ bool direction = beatmap.HitObjects.GetPrevious(original) is IHasPosition previous && -1 * previous.Position.GetHitObjectAngle() < 0;\n+\n+ // amount of nodes should be dependent on how many quarter revolutions it can do.\n+ // Let's do a sane one and make it change on bpm later on... (0.5x = 2 seconds)\n+ double nodeDuration = (500 * original.DifficultyControlPoint.SliderVelocity) / 4;\n+ float currAngle = 0;\n+\n+ for (double time = original.StartTime; time < durationData.EndTime; time += nodeDuration)\n+ {\n+ sliderNodes.Add(new SliderNode((float)time, currAngle));\n+ currAngle += direction ? 90 : -90;\n+ }\n+\n+ return new Slider\n+ {\n+ Samples = sample,\n+ StartTime = original.StartTime,\n+ NewCombo = true,\n+ Nodes = new BindableList<SliderNode>(sliderNodes),\n+ }.Yield();\n+\ndefault:\nif (isHard && CanConvertToHardBeats)\nreturn new HardBeat\n@@ -112,9 +151,9 @@ private IEnumerable<SliderNode> createNodeFromTicks(HitObject original)\nvar controlPointInfo = Beatmap.ControlPointInfo;\nTimingControlPoint timingPoint = controlPointInfo.TimingPointAt(original.StartTime);\n- DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(original.StartTime);\n+ DifficultyControlPoint difficultyPoint = original.DifficultyControlPoint;\n- double scoringDistance = 100 * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;\n+ double scoringDistance = 100 * difficulty.SliderMultiplier * difficultyPoint.SliderVelocity;\nvar velocity = scoringDistance / timingPoint.BeatLength;\nvar tickDistance = scoringDistance / difficulty.SliderTickRate;\n" } ]
C#
MIT License
taulazer/tau
Attempt to create Spinner to Slider
664,862
16.10.2021 20:44:25
-36,000
6b137e30a7280afdc124cf5548f534f331ae476e
Fixed Sliders being scuffed
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "diff": "using System.Threading;\nusing osu.Framework.Bindables;\nusing osu.Framework.Extensions.IEnumerableExtensions;\n-using osu.Framework.Logging;\nusing osu.Game.Audio;\nusing osu.Game.Beatmaps;\nusing osu.Game.Beatmaps.ControlPoints;\n@@ -78,33 +77,32 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\n}.Yield();\ncase IHasDuration durationData:\n- Logger.Log(\"Found Spinner\");\n//Is a spinner, should use a slider.\nif (!CanConvertToSliders)\ngoto default;\n// Should check if less than a desired time...\n- // if (durationData.Duration < IBeatmapDifficultyInfo.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / 2)\n- // goto default;\n+ if (durationData.Duration < IBeatmapDifficultyInfo.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / 2)\n+ goto default;\n// Please don't convert spinners that are negative..\n- if (durationData.Duration >= 0)\n+ if (durationData.Duration <= 0)\ngoto default;\nvar sliderNodes = new List<SliderNode>();\n// should go in direction of previous object, otherwise, go anti-clockwise.\n// True = clockwise, False = antiClockwise.\n- bool direction = beatmap.HitObjects.GetPrevious(original) is IHasPosition previous && -1 * previous.Position.GetHitObjectAngle() < 0;\n+ bool direction = beatmap.HitObjects.GetPrevious(original) is IHasPosition previous && -1 * previous.Position.GetHitObjectAngle() > 0;\n// amount of nodes should be dependent on how many quarter revolutions it can do.\n// Let's do a sane one and make it change on bpm later on... (0.5x = 2 seconds)\n- double nodeDuration = (500 * original.DifficultyControlPoint.SliderVelocity) / 4;\n+ double nodeDuration = (1000 * original.DifficultyControlPoint.SliderVelocity) / 4;\nfloat currAngle = 0;\n- for (double time = original.StartTime; time < durationData.EndTime; time += nodeDuration)\n+ for (double time = 0; time < durationData.Duration; time += nodeDuration)\n{\nsliderNodes.Add(new SliderNode((float)time, currAngle));\n- currAngle += direction ? 90 : -90;\n+ currAngle += direction ? 45 : -45;\n}\nreturn new Slider\n" } ]
C#
MIT License
taulazer/tau
Fixed Sliders being scuffed
664,862
16.10.2021 21:36:10
-36,000
d75f69cfdc2dacb1f77805283995dd5698188911
Attempt to make the sliders a bit slower
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "diff": "@@ -96,7 +96,7 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\n// amount of nodes should be dependent on how many quarter revolutions it can do.\n// Let's do a sane one and make it change on bpm later on... (0.5x = 2 seconds)\n- double nodeDuration = (1000 * original.DifficultyControlPoint.SliderVelocity) / 4;\n+ double nodeDuration = 800 * original.DifficultyControlPoint.SliderVelocity;\nfloat currAngle = 0;\nfor (double time = 0; time < durationData.Duration; time += nodeDuration)\n@@ -105,6 +105,7 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\ncurrAngle += direction ? 45 : -45;\n}\n+ sliderNodes.Add(new SliderNode((float)durationData.Duration, currAngle));\nreturn new Slider\n{\nSamples = sample,\n" } ]
C#
MIT License
taulazer/tau
Attempt to make the sliders a bit slower
664,862
16.10.2021 21:55:15
-36,000
8d1280333660f1b3e19ebf3ea02b73c961d12a69
Remove negative check, it was redundant.
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "diff": "@@ -85,10 +85,6 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\nif (durationData.Duration < IBeatmapDifficultyInfo.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / 2)\ngoto default;\n- // Please don't convert spinners that are negative..\n- if (durationData.Duration <= 0)\n- goto default;\n-\nvar sliderNodes = new List<SliderNode>();\n// should go in direction of previous object, otherwise, go anti-clockwise.\n// True = clockwise, False = antiClockwise.\n" } ]
C#
MIT License
taulazer/tau
Remove negative check, it was redundant.
664,862
16.10.2021 21:56:23
-36,000
1223fa55219d9810a1fc27f3010738a0d8d431ee
changed bool to int for direction, why didn't I do this sooner
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "diff": "@@ -87,8 +87,8 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\nvar sliderNodes = new List<SliderNode>();\n// should go in direction of previous object, otherwise, go anti-clockwise.\n- // True = clockwise, False = antiClockwise.\n- bool direction = beatmap.HitObjects.GetPrevious(original) is IHasPosition previous && -1 * previous.Position.GetHitObjectAngle() > 0;\n+\n+ int direction = beatmap.HitObjects.GetPrevious(original) is IHasPosition previous && previous.Position.GetHitObjectAngle() > 0 ? -1 : 1;\n// amount of nodes should be dependent on how many quarter revolutions it can do.\n// Let's do a sane one and make it change on bpm later on... (0.5x = 2 seconds)\n@@ -98,7 +98,7 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\nfor (double time = 0; time < durationData.Duration; time += nodeDuration)\n{\nsliderNodes.Add(new SliderNode((float)time, currAngle));\n- currAngle += direction ? 45 : -45;\n+ currAngle += direction * 45;\n}\nsliderNodes.Add(new SliderNode((float)durationData.Duration, currAngle));\n" } ]
C#
MIT License
taulazer/tau
changed bool to int for direction, why didn't I do this sooner
664,859
16.10.2021 10:47:25
14,400
a73f53b14da4e172f6a51a084ee66c0f9be02184
Change turbulent effects into triangles
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "diff": "@@ -283,7 +283,9 @@ protected override void UpdateAfterChildren()\nif (IsWithinPaddle && TauActionInputManager.PressedActions.Any(x => HitActions.Contains(x)))\n{\n- playfield?.CreateSliderEffect(Vector2.Zero.GetDegreesFromPosition(path.Position), HitObject.Kiai);\n+ if (!HitObject.Kiai)\n+ playfield?.CreateSliderEffect(Vector2.Zero.GetDegreesFromPosition(path.Position));\n+\ntotalTimeHeld += Time.Elapsed;\nif (!HitObject.Kiai)\n@@ -296,11 +298,10 @@ protected override void UpdateAfterChildren()\nswitch (effect.Value)\n{\ncase KiaiType.Turbulent:\n- {\n+ if ((int)totalTimeHeld % 8 == 0)\nplayfield.SliderParticleEmitter.AddParticle(angle, inversed);\nbreak;\n- }\ncase KiaiType.Classic:\nif ((int)Time.Current % 8 != 0)\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/KiaiHitExplosion.cs", "new_path": "osu.Game.Rulesets.Tau/UI/KiaiHitExplosion.cs", "diff": "using osu.Framework.Allocation;\nusing osu.Framework.Graphics;\nusing osu.Framework.Graphics.Containers;\n+using osu.Framework.Graphics.Shapes;\nusing osu.Framework.Graphics.Sprites;\nusing osu.Framework.Graphics.Textures;\nusing osu.Framework.Timing;\n@@ -96,47 +97,46 @@ public KiaiHitExplosionEmitter(Color4 colour, bool circular, bool inversed, int\nprivate void load(ISkinSource skin)\n{\nvar rng = new Random();\n- Texture kiai;\n- Texture kiaiBig;\n-\n- if ((kiai = skin.GetTexture(\"kiai\")) == null)\n- kiai = Texture.WhitePixel;\n-\n- if ((kiaiBig = skin.GetTexture(\"kiai-big\")) == null)\n- kiaiBig = Texture.WhitePixel;\n+ var kiai = skin.GetTexture(\"kiai\");\n+ var kiaiBig = skin.GetTexture(\"kiai-big\");\nif (circular)\n{\nfor (int i = 0; i < particleAmount; i++)\n{\n- particles.Add(new Sprite\n+ particles.Add((kiaiBig != null ? new Sprite() : new Triangle()).With(d =>\n{\n- RelativePositionAxes = Axes.Both,\n- Position = Extensions.GetCircularPosition(inversed ? (((float)(rng.NextDouble() * 0.15f) * 0.15f) + 0.5f) : ((float)(rng.NextDouble() * 0.15f) * 0.15f) + 0.5f, (float)rng.NextDouble() * 360f),\n- Rotation = (float)rng.NextDouble() * 360f,\n- Anchor = Anchor.Centre,\n- Origin = Anchor.BottomCentre,\n- Size = new Vector2(rng.Next(1, 15)),\n- Colour = colour,\n- Texture = kiaiBig\n- });\n+ d.RelativePositionAxes = Axes.Both;\n+\n+ d.Position = Extensions.GetCircularPosition(inversed ? (((float)(rng.NextDouble() * 0.15f) * 0.15f) + 0.5f) : ((float)(rng.NextDouble() * 0.15f) * 0.15f) + 0.5f,\n+ (float)rng.NextDouble() * 360f);\n+\n+ d.Rotation = (float)rng.NextDouble() * 360f;\n+ d.Anchor = Anchor.Centre;\n+ d.Origin = Anchor.BottomCentre;\n+ d.Size = new Vector2(rng.Next(5, 15));\n+ d.Colour = colour;\n+ d.Alpha = RNG.NextSingle(0.25f, 1f);\n+ d.Texture = kiaiBig ?? Texture.WhitePixel;\n+ }));\n}\n}\nelse\n{\nfor (int i = 0; i < particleAmount; i++)\n{\n- particles.Add(new Sprite\n+ particles.Add((kiai != null ? new Sprite() : new Triangle()).With(d =>\n{\n- RelativePositionAxes = Axes.Both,\n- Position = Extensions.GetCircularPosition((float)(rng.NextDouble() * 0.15f) * 0.15f, ((float)rng.NextDouble() / 10 * 10) + (Angle - 20)),\n- Rotation = (float)rng.NextDouble() * 360f,\n- Anchor = Anchor.Centre,\n- Origin = Anchor.BottomCentre,\n- Size = new Vector2(rng.Next(1, 15)),\n- Colour = colour,\n- Texture = kiai\n- });\n+ d.RelativePositionAxes = Axes.Both;\n+ d.Position = Extensions.GetCircularPosition((float)(rng.NextDouble() * 0.15f) * 0.15f, ((float)rng.NextDouble() / 10 * 10) + (Angle - 20));\n+ d.Rotation = (float)rng.NextDouble() * 360f;\n+ d.Anchor = Anchor.Centre;\n+ d.Origin = Anchor.BottomCentre;\n+ d.Size = new Vector2(rng.Next(5, 15));\n+ d.Colour = colour;\n+ d.Alpha = RNG.NextSingle(0.25f, 1f);\n+ d.Texture = kiai ?? Texture.WhitePixel;\n+ }));\n}\n}\n@@ -154,14 +154,19 @@ protected override void LoadComplete()\nif (circular)\n{\n- particle.MoveTo(Extensions.GetCircularPosition(inversed ? ((float)(rng.NextDouble() * 0.15f) * -2f) + 0.5f : ((float)(rng.NextDouble() * 0.15f) * 2f) + 0.5f, Vector2.Zero.GetDegreesFromPosition(particle.Position)), duration,\n+ particle\n+ .MoveTo(\n+ Extensions.GetCircularPosition(inversed ? ((float)(rng.NextDouble() * 0.15f) * -2f) + 0.5f : ((float)(rng.NextDouble() * 0.15f) * 2f) + 0.5f,\n+ Vector2.Zero.GetDegreesFromPosition(particle.Position)), duration,\nEasing.OutQuint)\n.ScaleTo(new Vector2(rng.Next(1, 2)), duration, Easing.OutQuint)\n.FadeOut(duration, Easing.OutQuint);\n}\nelse\n{\n- particle.MoveTo(Extensions.GetCircularPosition(inversed ? (float)(rng.NextDouble() * 0.15f) * -1f : (float)(rng.NextDouble() * 0.15f) * 1f, randomBetween(Angle - 40, Angle + 40)), duration, Easing.OutQuint)\n+ particle\n+ .MoveTo(Extensions.GetCircularPosition(inversed ? (float)(rng.NextDouble() * 0.15f) * -1f : (float)(rng.NextDouble() * 0.15f) * 1f, randomBetween(Angle - 40, Angle + 40)),\n+ duration, Easing.OutQuint)\n.ResizeTo(new Vector2(rng.Next(0, 5)), duration, Easing.OutQuint)\n.FadeOut(duration, Easing.OutQuint);\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Particles/Particle.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Particles/Particle.cs", "diff": "@@ -36,7 +36,7 @@ public Particle()\nAnchor = Anchor.Centre;\nOrigin = Anchor.Centre;\n- InternalChild = new Box\n+ InternalChild = new Triangle\n{\nRelativeSizeAxes = Axes.Both\n};\n@@ -46,8 +46,9 @@ public void Apply(float angle, bool inversed = false, HitResult? result = null)\n{\nPosition = Extensions.GetCircularPosition(RNG.NextSingle(360, 380), angle);\nVelocity = Extensions.GetCircularPosition(inversed ? -RNG.NextSingle(200, 400) : RNG.NextSingle(200, 400), RNG.NextSingle(angle - 40, angle + 40));\n- Size = new Vector2(RNG.NextSingle(1, 3));\n+ Size = new Vector2(RNG.NextSingle(3, 18));\nRotation = RNG.NextSingle(0, 360);\n+ Alpha = RNG.NextSingle(0.25f, 1f);\nColour = result.HasValue ? colour?.ForHitResult(result.Value) ?? Color4.White : TauPlayfield.ACCENT_COLOR.Value;\n}\n@@ -58,7 +59,9 @@ protected override void PrepareForUse()\nApplyTransformsAt(double.MinValue, true);\nClearTransforms();\n- this.FadeOut(1500).Expire(true);\n+ this.RotateTo(RNG.NextSingle(-720, 720), 1500)\n+ .FadeOut(1500)\n+ .Expire(true);\n}\nprotected override void Update()\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -164,9 +164,9 @@ protected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObje\n[Resolved]\nprivate OsuColour colour { get; set; }\n- public void CreateSliderEffect(float angle, bool kiai)\n+ public void CreateSliderEffect(float angle)\n{\n- if ((int)Time.Current % (kiai ? 8 : 16) != 0) return;\n+ if ((int)Time.Current % 12 != 0) return;\nkiaiExplosionContainer.Add(new KiaiHitExplosion(ACCENT_COLOR.Value, particleAmount: 1)\n{\n@@ -200,7 +200,7 @@ private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\nswitch (effect.Value)\n{\ncase KiaiType.Turbulent:\n- for (int i = 0; i < (isHardBeat ? 100 : 15); i++)\n+ for (int i = 0; i < (isHardBeat ? RNG.Next(60, 100) : RNG.Next(3, 9)); i++)\n{\nSliderParticleEmitter.AddParticle((isHardBeat ? RNG.NextSingle(0, 360) : angle), Inversed, result.Type);\n}\n" } ]
C#
MIT License
taulazer/tau
Change turbulent effects into triangles
664,859
16.10.2021 10:58:38
14,400
7f31c9e708e96dc4cedb5ad6f8653b68290220b9
Adjust classic kiai effect
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "diff": "@@ -307,20 +307,21 @@ protected override void UpdateAfterChildren()\nif ((int)Time.Current % 8 != 0)\nbreak;\n- particle = new Box\n+ particle = new Triangle\n{\nPosition = Extensions.GetCircularPosition(380, angle),\nRotation = (float)RNG.NextDouble() * 360f,\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\n- Size = new Vector2(RNG.Next(1, 10)),\n+ Size = new Vector2(RNG.Next(5, 15)),\nClock = new FramedClock(),\n+ Alpha = RNG.NextSingle(0.25f, 1f),\nBlending = BlendingParameters.Additive,\nColour = TauPlayfield.ACCENT_COLOR.Value\n};\n- particle.MoveTo(Extensions.GetCircularPosition(inversed ? -((RNG.NextSingle() * 50) + 390) : ((RNG.NextSingle() * 50) + 390), angle), duration, Easing.OutQuint)\n- .ResizeTo(new Vector2(RNG.NextSingle(0, 5)), duration, Easing.OutQuint).FadeOut(duration).Expire();\n+ particle.MoveTo(Extensions.GetCircularPosition(inversed ? -((RNG.NextSingle() * 75) + 390) : ((RNG.NextSingle() * 75) + 390), angle), duration, Easing.OutQuint)\n+ .RotateTo(RNG.NextSingle(-720, 720), duration).FadeOut(duration).Expire();\nplayfield.SliderParticleEmitter.Add(particle);\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/KiaiHitExplosion.cs", "new_path": "osu.Game.Rulesets.Tau/UI/KiaiHitExplosion.cs", "diff": "@@ -155,6 +155,7 @@ protected override void LoadComplete()\nif (circular)\n{\nparticle\n+ .RotateTo(RNG.NextSingle(-720, 720), duration)\n.MoveTo(\nExtensions.GetCircularPosition(inversed ? ((float)(rng.NextDouble() * 0.15f) * -2f) + 0.5f : ((float)(rng.NextDouble() * 0.15f) * 2f) + 0.5f,\nVector2.Zero.GetDegreesFromPosition(particle.Position)), duration,\n@@ -165,6 +166,7 @@ protected override void LoadComplete()\nelse\n{\nparticle\n+ .RotateTo(RNG.NextSingle(-720, 720), duration)\n.MoveTo(Extensions.GetCircularPosition(inversed ? (float)(rng.NextDouble() * 0.15f) * -1f : (float)(rng.NextDouble() * 0.15f) * 1f, randomBetween(Angle - 40, Angle + 40)),\nduration, Easing.OutQuint)\n.ResizeTo(new Vector2(rng.Next(0, 5)), duration, Easing.OutQuint)\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -208,7 +208,7 @@ private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\nbreak;\ncase KiaiType.Classic:\n- kiaiExplosionContainer.Add(new KiaiHitExplosion(colour.ForHitResult(judgedObject.Result.Type), judgedObject is DrawableHardBeat, Inversed)\n+ kiaiExplosionContainer.Add(new KiaiHitExplosion(colour.ForHitResult(judgedObject.Result.Type), judgedObject is DrawableHardBeat, Inversed, judgedObject is DrawableHardBeat ? 32 : 10)\n{\nPosition = judgedObject is DrawableHardBeat ? Vector2.Zero : Extensions.GetCircularPosition(.5f, angle),\nAngle = angle,\n" } ]
C#
MIT License
taulazer/tau
Adjust classic kiai effect
664,859
25.10.2021 10:03:48
14,400
a3b1cf20de13d08267c8d9d3acb1632da2ab58a0
Fix incorrect paddle range. Maybe in the future it'd be best to make this into a bindable
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs", "diff": "@@ -16,7 +16,7 @@ public class TauCursor : GameplayCursorContainer\npublic TauCursor(BeatmapDifficulty difficulty)\n{\n- AngleRange = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.CircleSize, 75, 25, 20);\n+ AngleRange = (float)IBeatmapDifficultyInfo.DifficultyRange(difficulty.CircleSize, 75, 25, 10);\nFillAspectRatio = 1; // 1:1\nFillMode = FillMode.Fit;\n" } ]
C#
MIT License
taulazer/tau
Fix incorrect paddle range. Maybe in the future it'd be best to make this into a bindable
664,859
02.11.2021 19:28:08
14,400
4060746eeee2f5d013e55cfe5539102f9035c7a2
Resolve IList change
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "diff": "@@ -50,6 +50,6 @@ private void updateNestedSamples()\nprotected override HitWindows CreateHitWindows() => HitWindows.Empty;\npublic int RepeatCount { get; set; }\n- public List<IList<HitSampleInfo>> NodeSamples { get; set; } = new List<IList<HitSampleInfo>>();\n+ public IList<IList<HitSampleInfo>> NodeSamples { get; set; } = new List<IList<HitSampleInfo>>();\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Resolve IList change
664,869
07.11.2021 10:16:23
18,000
2c19a86f4625e23b3dc5a5a58be25ef0b25c3c06
Reveal Nyx The new tau mascot is finally ready to be unveiled. Special thanks to Izeunne (https://twitter.com/izeunne) for drawing the commission for me, and Noor for helping me develop the character
[ { "change_type": "MODIFY", "old_path": "README.md", "new_path": "README.md", "diff": "-[![tau](https://alten.s-ul.eu/rdXkomwh.png)](https://github.com/Altenhh/tau \"tau\")\n+[![tau](https://alten.s-ul.eu/pRr7vj6C.png)](https://github.com/Altenhh/tau \"tau\")\n<div align=\"center\">\n[![release](https://img.shields.io/github/v/release/naoei/tau?style=flat-square)](https://github.com/Altenhh/tau/releases)\n[Original](https://deadlysprinklez.itch.io/tau) idea belonging to *pizzapip* and *[DeadlySprinklez](https://github.com/DeadlySprinklez)*.\n+[Art](https://github.com/taulazer/tau/wiki/Mascot) done by [Izeunne](https://www.fiverr.com/izeunne)\n+\n## Running the Gamemode\nWe have [prebuilt libraries](https://github.com/Altenhh/tau/releases) for users looking to play the mode without creating a development environment. All releases will work on all operating systems that *osu!* supports.\n" } ]
C#
MIT License
taulazer/tau
Reveal Nyx The new tau mascot is finally ready to be unveiled. Special thanks to Izeunne (https://twitter.com/izeunne) for drawing the commission for me, and Noor for helping me develop the character