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664,859
08.11.2021 18:36:52
18,000
8693b3c8102ee3531d828915b9a24a74dfd3c911
Fix errors in build & rename to "Astraeus"
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModCinema.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModCinema.cs", "diff": "using System.Collections.Generic;\nusing osu.Game.Beatmaps;\n+using osu.Game.Online.API.Requests.Responses;\nusing osu.Game.Rulesets.Mods;\nusing osu.Game.Rulesets.Tau.Objects;\nusing osu.Game.Rulesets.Tau.Replays;\nusing osu.Game.Scoring;\n-using osu.Game.Users;\nnamespace osu.Game.Rulesets.Tau.Mods\n{\n@@ -12,7 +12,7 @@ public class TauModCinema : ModCinema<TauHitObject>\n{\npublic override Score CreateReplayScore(IBeatmap beatmap, IReadOnlyList<Mod> mods) => new Score\n{\n- ScoreInfo = new ScoreInfo { User = new User { Username = \"tau\" } },\n+ ScoreInfo = new ScoreInfo { User = new APIUser { Username = \"Astraeus\" } },\nReplay = new TauAutoGenerator(beatmap).Generate()\n};\n}\n" } ]
C#
MIT License
taulazer/tau
Fix errors in build & rename to "Astraeus"
664,862
13.11.2021 16:55:38
-36,000
5ce1b25f6c2c4a518f144fa1c0a2726335a8e37d
Resolve CI fail for dependabot
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauDifficultyCalculator.cs", "new_path": "osu.Game.Rulesets.Tau/TauDifficultyCalculator.cs", "diff": "@@ -18,7 +18,7 @@ public TauDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)\nprotected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate) =>\nnew DifficultyAttributes\n{\n- StarRating = beatmap.BeatmapInfo.StarDifficulty,\n+ StarRating = beatmap.BeatmapInfo.StarRating,\nMods = mods,\nSkills = skills,\nMaxCombo = beatmap.HitObjects.Count,\n" } ]
C#
MIT License
taulazer/tau
Resolve CI fail for dependabot
664,859
13.11.2021 12:00:30
18,000
29680bda2934eae7c1b2df4f5d5f05d141dd6257
Lower slider path division level
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "diff": "@@ -19,6 +19,7 @@ public class TauBeatmapConverter : BeatmapConverter<TauHitObject>\npublic bool CanConvertToSliders = true;\npublic bool CanConvertToHardBeats = true;\n+ public int SliderDivisionLevel = 4;\npublic TauBeatmapConverter(IBeatmap beatmap, Ruleset ruleset)\n: base(beatmap, ruleset)\n@@ -38,7 +39,7 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\nif (!CanConvertToSliders)\ngoto default;\n- if (pathData.Duration < IBeatmapDifficultyInfo.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / 2)\n+ if (pathData.Duration < IBeatmapDifficultyInfo.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / SliderDivisionLevel)\ngoto default;\nvar nodes = new List<SliderNode>();\n" } ]
C#
MIT License
taulazer/tau
Lower slider path division level
664,859
13.11.2021 12:00:42
18,000
498f11a89c3515d2cc4cafbfdc7cd700288d2081
Add option to revert back in Lite mod
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModLite.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModLite.cs", "diff": "using osu.Game.Configuration;\nusing osu.Game.Rulesets.Mods;\nusing osu.Game.Rulesets.Tau.Beatmaps;\n+using osu.Game.Screens.Edit;\nnamespace osu.Game.Rulesets.Tau.Mods\n{\n@@ -22,12 +23,19 @@ public class TauModLite : Mod, IApplicableToBeatmapConverter\n[SettingSource(\"No hard beats conversion\", \"Completely disables hard beats altogether.\")]\npublic Bindable<bool> ToggleHardBeats { get; } = new Bindable<bool>(true);\n+ [SettingSource(\"Slider division level\", \"The minimum slider length divisor.\")]\n+ public BindableBeatDivisor SlidersDivisionLevel { get; } = new BindableBeatDivisor\n+ {\n+ Default = 2\n+ };\n+\npublic void ApplyToBeatmapConverter(IBeatmapConverter beatmapConverter)\n{\nvar converter = (TauBeatmapConverter)beatmapConverter;\nconverter.CanConvertToSliders = !ToggleSliders.Value;\nconverter.CanConvertToHardBeats = !ToggleHardBeats.Value;\n+ converter.SliderDivisionLevel = SlidersDivisionLevel.Value;\n}\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Add option to revert back in Lite mod
664,862
17.11.2021 16:34:24
-36,000
3fe2e89bd28027ddbe39b8e1be623e4904e1668e
Changed Bindable Type for Sliders Division Level Note: BindableBeatDivisor is used for the editor
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModLite.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModLite.cs", "diff": "@@ -24,9 +24,11 @@ public class TauModLite : Mod, IApplicableToBeatmapConverter\npublic Bindable<bool> ToggleHardBeats { get; } = new Bindable<bool>(true);\n[SettingSource(\"Slider division level\", \"The minimum slider length divisor.\")]\n- public BindableBeatDivisor SlidersDivisionLevel { get; } = new BindableBeatDivisor\n+ public BindableInt SlidersDivisionLevel { get; } = new BindableInt\n{\n- Default = 2\n+ Value = 2,\n+ MinValue = 1,\n+ MaxValue = 64\n};\npublic void ApplyToBeatmapConverter(IBeatmapConverter beatmapConverter)\n" } ]
C#
MIT License
taulazer/tau
Changed Bindable Type for Sliders Division Level Note: BindableBeatDivisor is used for the editor
664,874
27.11.2021 11:27:16
-3,600
614b688caa5add32b7ea45c124be75d2bfed1cab
Remove skills from DifficultyAttributes In line with osu-side changes
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauDifficultyCalculator.cs", "new_path": "osu.Game.Rulesets.Tau/TauDifficultyCalculator.cs", "diff": "@@ -20,7 +20,6 @@ public TauDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)\n{\nStarRating = beatmap.BeatmapInfo.StarRating,\nMods = mods,\n- Skills = skills,\nMaxCombo = beatmap.HitObjects.Count,\n};\n" } ]
C#
MIT License
taulazer/tau
Remove skills from DifficultyAttributes In line with osu-side changes
664,862
30.11.2021 01:10:21
-36,000
c0069eb4269438993f24173f032bd53457bcc15a
Fix Legacy Skin components not rendering.
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Skinning/Legacy/TauLegacySkinTransformer.cs", "new_path": "osu.Game.Rulesets.Tau/Skinning/Legacy/TauLegacySkinTransformer.cs", "diff": "@@ -13,9 +13,8 @@ public TauLegacySkinTransformer(ISkin source)\npublic override Drawable GetDrawableComponent(ISkinComponent component)\n{\n- if (!(component is TauSkinComponent tauComponent))\n- return null;\n-\n+ if (component is TauSkinComponent tauComponent)\n+ {\nreturn tauComponent.Component switch\n{\nTauSkinComponents.Beat => Skin.GetTexture($\"{TauRuleset.SHORT_NAME}-beat\") != null ? new LegacyBeat() : null,\n@@ -27,6 +26,9 @@ public override Drawable GetDrawableComponent(ISkinComponent component)\n};\n}\n+ return base.GetDrawableComponent(component);\n+ }\n+\npublic override IBindable<TValue> GetConfig<TLookup, TValue>(TLookup lookup)\n{\nswitch (lookup)\n" } ]
C#
MIT License
taulazer/tau
Fix Legacy Skin components not rendering.
664,874
08.01.2022 12:15:37
-3,600
06401e7ded8f1b699321ac34ce00e921e0ceee8f
Rename mod icon
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModAutoHold.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModAutoHold.cs", "diff": "@@ -9,7 +9,7 @@ public class TauModAutoHold : Mod\n{\npublic override string Name => \"Auto Hold\";\npublic override string Acronym => \"AH\";\n- public override IconUsage? Icon => OsuIcon.ModSpunout;\n+ public override IconUsage? Icon => OsuIcon.ModSpunOut;\npublic override ModType Type => ModType.DifficultyReduction;\npublic override string Description => @\"Hold beat will automatically be completed.\";\npublic override double ScoreMultiplier => 0.9;\n" } ]
C#
MIT License
taulazer/tau
Rename mod icon
664,859
12.01.2022 03:13:38
18,000
1b75f69dcb0fb9f9fc83b4b67d4f4781f4f7f791
Add basic beat hit object conversion and drawing
[ { "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=\"2021.1113.0\" />\n+ <PackageReference Include=\"ppy.osu.Game\" Version=\"2021.1225.0\" />\n</ItemGroup>\n</Project>\n" } ]
C#
MIT License
taulazer/tau
Add basic beat hit object conversion and drawing
664,859
12.01.2022 03:28:00
18,000
354b2d0cfd016c2a5d0080eefefcd49c6a79a774
Adjust playfield depending on screen size
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs", "diff": "@@ -28,5 +28,6 @@ public override DrawableHitObject<TauHitObject> CreateDrawableRepresentation(Tau\nprotected override PassThroughInputManager CreateInputManager() => new TauInputManager(Ruleset?.RulesetInfo);\nprotected override Playfield CreatePlayfield() => new TauPlayfield();\n+ public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new TauPlayfieldAdjustmentContainer();\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Adjust playfield depending on screen size
664,859
12.01.2022 04:22:06
18,000
e82ab35283793bf2b56e80f925c0a0ae9930d43e
Playfield visualization
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs", "diff": "@@ -26,7 +26,7 @@ public DrawableBeat(Beat hitObject)\n{\nRelativePositionAxes = Axes.Both,\nAnchor = Anchor.Centre,\n- Origin = Anchor.Centre,\n+ Origin = Anchor.TopCentre,\nAlpha = 0,\nAlwaysPresent = true,\nSize = new Vector2(16),\n" } ]
C#
MIT License
taulazer/tau
Playfield visualization
664,859
12.01.2022 05:15:58
18,000
bdb67f98c085abbcd4b85bcf21e8115684441acc
Add tau specific dependency container
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs", "diff": "@@ -18,6 +18,9 @@ public TauDrawableRuleset(TauRuleset ruleset, IBeatmap beatmap, IReadOnlyList<Mo\n{\n}\n+ protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)\n+ => new TauDependencyContainer(Beatmap, parent);\n+\npublic override DrawableHitObject<TauHitObject> CreateDrawableRepresentation(TauHitObject h)\n=> h switch\n{\n" } ]
C#
MIT License
taulazer/tau
Add tau specific dependency container
664,859
12.01.2022 05:16:08
18,000
f1be380de7125a029164113b68ef15aa582d362a
Add tau cursor
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Extensions.cs", "new_path": "osu.Game.Rulesets.Tau/Extensions.cs", "diff": "@@ -10,6 +10,15 @@ public static Vector2 GetCircularPosition(float distance, float angle)\n-(distance * MathF.Cos((angle + 90f) * (MathF.PI / 180))),\n-(distance * MathF.Sin((angle + 90f) * (MathF.PI / 180))));\n+ public static float GetDegreesFromPosition(this Vector2 a, Vector2 b)\n+ {\n+ Vector2 direction = b - a;\n+ float angle = MathHelper.RadiansToDegrees(MathF.Atan2(direction.Y, direction.X));\n+ if (angle < 0f) angle += 360f;\n+\n+ return angle + 90;\n+ }\n+\npublic static float GetHitObjectAngle(this Vector2 target)\n{\nvar offset = new Vector2(256, 192) - target;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -16,6 +16,8 @@ public class TauPlayfield : Playfield\npublic static readonly Vector2 BASE_SIZE = new Vector2(768);\npublic static readonly Bindable<Color4> ACCENT_COLOUR = new Bindable<Color4>(Color4Extensions.FromHex(@\"FF0040\"));\n+ protected override GameplayCursorContainer CreateCursor() => new TauCursor();\n+\n[BackgroundDependencyLoader]\nprivate void load()\n{\n" } ]
C#
MIT License
taulazer/tau
Add tau cursor
664,859
12.01.2022 05:22:55
18,000
536d2182dc2a7d164d452192d1a6c5bfee73ef23
Always receive positional input
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -18,6 +18,8 @@ public class TauPlayfield : Playfield\nprotected override GameplayCursorContainer CreateCursor() => new TauCursor();\n+ public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;\n+\n[BackgroundDependencyLoader]\nprivate void load()\n{\n" } ]
C#
MIT License
taulazer/tau
Always receive positional input
664,859
17.01.2022 17:29:16
18,000
ae8ab33d9bf8133a298f4c9f937233c6fc6bf6e4
Check if the beat is in paddle's range
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Extensions.cs", "new_path": "osu.Game.Rulesets.Tau/Extensions.cs", "diff": "@@ -10,6 +10,9 @@ public static Vector2 GetCircularPosition(float distance, float angle)\n-(distance * MathF.Cos((angle + 90f) * (MathF.PI / 180))),\n-(distance * MathF.Sin((angle + 90f) * (MathF.PI / 180))));\n+ public static float GetDeltaAngle(float a, float b)\n+ => ((a - b) + 180) % 360 - 180;\n+\npublic static float GetDegreesFromPosition(this Vector2 a, Vector2 b)\n{\nVector2 direction = b - a;\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": "@@ -12,6 +12,27 @@ protected DrawableTauHitObject(T obj)\n{\n}\n+ /// <summary>\n+ /// A list of <see cref=\"TauAction\"/>s that denotes which keys can trigger this Hit object.\n+ /// </summary>\n+ protected virtual TauAction[] Actions { get; set; } =\n+ {\n+ TauAction.LeftButton,\n+ TauAction.RightButton\n+ };\n+\nprotected override double InitialLifetimeOffset => HitObject.TimePreempt;\n}\n+\n+ public struct ValidationResult\n+ {\n+ public bool IsValid;\n+ public float DeltaFromPaddleCenter;\n+\n+ public ValidationResult(bool isValid, float delta)\n+ {\n+ IsValid = isValid;\n+ DeltaFromPaddleCenter = delta;\n+ }\n+ }\n}\n" } ]
C#
MIT License
taulazer/tau
Check if the beat is in paddle's range
664,859
17.01.2022 18:20:58
18,000
a906b79968623796ef92ec7c7ce83f550e43a57b
Implement Hard Beat
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs", "diff": "@@ -24,7 +24,8 @@ protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnl\npublic override DrawableHitObject<TauHitObject> CreateDrawableRepresentation(TauHitObject h)\n=> h switch\n{\n- Beat beat => new DrawableBeat(beat),\n+ Beat b => new DrawableBeat(b),\n+ HardBeat hb => new DrawableHardBeat(hb),\n_ => null\n};\n" } ]
C#
MIT License
taulazer/tau
Implement Hard Beat
664,859
17.01.2022 18:24:29
18,000
fefe2f7149fb55c3050f54592f92307f5d78ca6c
Change language version to C# 10
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs", "new_path": "osu.Game.Rulesets.Tau/Difficulty/TauDifficultyCalculator.cs", "diff": "@@ -15,7 +15,7 @@ public TauDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)\n{\n}\n- protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate) => new DifficultyAttributes\n+ protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate) => new()\n{\nStarRating = beatmap.BeatmapInfo.StarRating,\nMods = mods,\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Beat.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Beat.cs", "diff": "@@ -4,7 +4,7 @@ namespace osu.Game.Rulesets.Tau.Objects\n{\npublic class Beat : TauHitObject\n{\n- public BindableFloat AngleBindable = new BindableFloat();\n+ public BindableFloat AngleBindable = new();\npublic float Angle\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": "@@ -44,7 +44,7 @@ public DrawableBeat(Beat hitObject)\nangleBindable.BindValueChanged(r => Rotation = r.NewValue);\n}\n- private readonly BindableFloat angleBindable = new BindableFloat();\n+ private readonly BindableFloat angleBindable = new();\nprotected override void OnApply()\n{\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Cursor/CursorPiece.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Cursor/CursorPiece.cs", "diff": "@@ -21,7 +21,7 @@ public CursorPiece()\n}\nprivate CircularProgress createProgress(float rotation)\n- => new CircularProgress\n+ => new()\n{\nRelativeSizeAxes = Axes.Both,\nAnchor = Anchor.Centre,\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Cursor/Paddle.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Cursor/Paddle.cs", "diff": "@@ -41,7 +41,7 @@ private void load(TauCachedProperties props)\nangleRange.BindTo(props.AngleRange);\n}\n- private readonly BindableDouble angleRange = new BindableDouble(75);\n+ private readonly BindableDouble angleRange = new(75);\nprotected override void PopIn()\n{\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauDependencyContainer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauDependencyContainer.cs", "diff": "@@ -6,7 +6,7 @@ namespace osu.Game.Rulesets.Tau.UI\n{\npublic class TauDependencyContainer : DependencyContainer\n{\n- public TauCachedProperties CachedProperties { get; } = new TauCachedProperties();\n+ public TauCachedProperties CachedProperties { get; } = new();\npublic IBeatmapDifficultyInfo DifficultyInfo { get; }\npublic TauDependencyContainer(IBeatmap beatmap, IReadOnlyDependencyContainer parent)\n@@ -22,7 +22,7 @@ public TauDependencyContainer(IBeatmap beatmap, IReadOnlyDependencyContainer par\npublic class TauCachedProperties\n{\n- public readonly BindableDouble AngleRange = new BindableDouble();\n+ public readonly BindableDouble AngleRange = new();\npublic void SetRange(float cs)\n{\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -17,8 +17,8 @@ namespace osu.Game.Rulesets.Tau.UI\n[Cached]\npublic class TauPlayfield : Playfield\n{\n- public static readonly Vector2 BASE_SIZE = new Vector2(768);\n- public static readonly Bindable<Color4> ACCENT_COLOUR = new Bindable<Color4>(Color4Extensions.FromHex(@\"FF0040\"));\n+ public static readonly Vector2 BASE_SIZE = new(768);\n+ public static readonly Bindable<Color4> ACCENT_COLOUR = new(Color4Extensions.FromHex(@\"FF0040\"));\nprotected override GameplayCursorContainer CreateCursor() => new TauCursor();\npublic new TauCursor Cursor => base.Cursor as TauCursor;\n@@ -62,7 +62,7 @@ private ValidationResult checkPaddlePosition(Beat tauHitObject)\nprivate class PlayfieldPiece : CompositeDrawable\n{\n- private readonly Bindable<float> playfieldDimLevel = new Bindable<float>(0.8f);\n+ private readonly Bindable<float> playfieldDimLevel = new(0.8f);\npublic PlayfieldPiece()\n{\n" }, { "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": "<OutputType>Library</OutputType>\n<PlatformTarget>AnyCPU</PlatformTarget>\n<RootNamespace>osu.Game.Rulesets.Tau</RootNamespace>\n- <LangVersion>8</LangVersion>\n+ <LangVersion>10</LangVersion>\n</PropertyGroup>\n<PropertyGroup>\n<AssemblyName>osu.Game.Rulesets.Tau</AssemblyName>\n" } ]
C#
MIT License
taulazer/tau
Change language version to C# 10
664,859
18.01.2022 09:26:24
18,000
86829fd1f2e1a185480554c7f1832630dc2311c8
More C# 10 conversion
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "diff": "@@ -11,7 +11,7 @@ namespace osu.Game.Rulesets.Tau.Beatmaps\n{\npublic class TauBeatmapConverter : BeatmapConverter<TauHitObject>\n{\n- public override bool CanConvert() => Beatmap.HitObjects.All(h => h is IHasPosition || h is IHasXPosition || h is IHasYPosition);\n+ public override bool CanConvert() => Beatmap.HitObjects.All(h => h is IHasPosition or IHasXPosition or IHasYPosition);\npublic TauBeatmapConverter(Ruleset ruleset, IBeatmap beatmap)\n: base(beatmap, ruleset)\n" } ]
C#
MIT License
taulazer/tau
More C# 10 conversion
664,859
18.01.2022 09:26:58
18,000
5562c95c00320eec9d4140e5917c79c5977a2187
Add slider & slider conversion
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauHitObject.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauHitObject.cs", "diff": "@@ -12,7 +12,7 @@ public class DrawableTauHitObject<T> : DrawableHitObject<TauHitObject>, IKeyBind\n{\nprotected new T HitObject => (T)base.HitObject;\n- protected DrawableTauHitObject(T obj)\n+ public DrawableTauHitObject(T obj)\n: base(obj)\n{\n}\n" } ]
C#
MIT License
taulazer/tau
Add slider & slider conversion
664,859
18.01.2022 11:08:22
18,000
b9d2e212a0dd6c39857ce13ec1d623a25e452783
Create drawable slider
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs", "diff": "@@ -26,6 +26,7 @@ public override DrawableHitObject<TauHitObject> CreateDrawableRepresentation(Tau\n{\nBeat b => new DrawableBeat(b),\nHardBeat hb => new DrawableHardBeat(hb),\n+ Slider s => new DrawableSlider(s),\n_ => null\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.Containers;\nusing osu.Framework.Graphics.Shapes;\nusing osu.Game.Rulesets.Objects.Drawables;\n-using osu.Game.Rulesets.Tau.Objects;\nusing osu.Game.Rulesets.Tau.Objects.Drawables;\nusing osu.Game.Rulesets.UI;\nusing osuTK;\n@@ -47,15 +46,21 @@ protected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObje\n{\nbase.OnNewDrawableHitObject(drawableHitObject);\n- if (drawableHitObject is DrawableBeat b)\n+ switch (drawableHitObject)\n{\n- b.CheckValidation = checkPaddlePosition;\n+ case DrawableBeat b:\n+ b.CheckValidation = beat => checkPaddlePosition(beat.Angle);\n+ break;\n+\n+ case DrawableSlider s:\n+ s.CheckValidation = checkPaddlePosition;\n+ break;\n}\n}\n- private ValidationResult checkPaddlePosition(Beat tauHitObject)\n+ private ValidationResult checkPaddlePosition(float angle)\n{\n- var angleDiff = Extensions.GetDeltaAngle(Cursor.DrawablePaddle.Rotation, tauHitObject.Angle);\n+ var angleDiff = Extensions.GetDeltaAngle(Cursor.DrawablePaddle.Rotation, angle);\nreturn new ValidationResult(Math.Abs(angleDiff) <= tauCachedProperties.AngleRange.Value / 2, angleDiff);\n}\n" }, { "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": "<ItemGroup>\n<PackageReference Include=\"ppy.osu.Game\" Version=\"2022.108.0\" />\n</ItemGroup>\n+ <ItemGroup>\n+ <Compile Update=\"Objects\\Drawables\\DrawableSlider.Calculations.cs\">\n+ <DependentUpon>DrawableSlider.cs</DependentUpon>\n+ </Compile>\n+ </ItemGroup>\n</Project>\n" } ]
C#
MIT License
taulazer/tau
Create drawable slider
664,859
18.01.2022 11:27:35
18,000
a9e37a0b2882301d3a04551cd7cd7265fc6f38a1
Add skinnable judgement
[ { "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 @@ namespace osu.Game.Rulesets.Tau.Objects.Drawables\npublic class DrawableTauHitObject<T> : DrawableHitObject<TauHitObject>, IKeyBindingHandler<TauAction>\nwhere T : TauHitObject\n{\n- protected new T HitObject => (T)base.HitObject;\n+ public new T HitObject => (T)base.HitObject;\npublic DrawableTauHitObject(T obj)\n: base(obj)\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauDependencyContainer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauDependencyContainer.cs", "diff": "@@ -22,7 +22,7 @@ public TauDependencyContainer(IBeatmap beatmap, IReadOnlyDependencyContainer par\npublic class TauCachedProperties\n{\n- public readonly BindableDouble AngleRange = new();\n+ public readonly BindableDouble AngleRange = new(25);\npublic void SetRange(float cs)\n{\n" } ]
C#
MIT License
taulazer/tau
Add skinnable judgement
664,859
18.01.2022 17:11:26
18,000
5303a4c614682f679f267544e936a86ec0b244f2
Pool hit objects
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs", "diff": "@@ -21,6 +21,11 @@ public class DrawableBeat : DrawableTauHitObject<Beat>\n/// </summary>\npublic Func<Beat, ValidationResult> CheckValidation;\n+ public DrawableBeat()\n+ : this(null)\n+ {\n+ }\n+\npublic DrawableBeat(Beat hitObject)\n: base(hitObject)\n{\n@@ -34,7 +39,7 @@ public DrawableBeat(Beat hitObject)\n{\nRelativePositionAxes = Axes.Both,\nAnchor = Anchor.Centre,\n- Origin = Anchor.TopCentre,\n+ Origin = Anchor.Centre,\nAlpha = 0,\nAlwaysPresent = true,\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": "@@ -16,6 +16,11 @@ public class DrawableHardBeat : DrawableTauHitObject<HardBeat>\nTauAction.HardButton2\n};\n+ public DrawableHardBeat()\n+ : this(null)\n+ {\n+ }\n+\npublic DrawableHardBeat(HardBeat obj)\n: base(obj)\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": "@@ -28,6 +28,11 @@ public partial class DrawableSlider : DrawableTauHitObject<Slider>\nprivate readonly Container<DrawableSliderHead> headContainer;\nprivate readonly Cached drawCache = new();\n+ public DrawableSlider()\n+ : this(null)\n+ {\n+ }\n+\npublic DrawableSlider(Slider obj)\n: base(obj)\n{\n@@ -96,6 +101,12 @@ private void load(GameHost host)\nprivate double totalTimeHeld;\n+ protected override void OnApply()\n+ {\n+ base.OnApply();\n+ totalTimeHeld = 0;\n+ }\n+\nprotected override void Update()\n{\nbase.Update();\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderHead.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderHead.cs", "diff": "{\npublic class DrawableSliderHead : DrawableBeat\n{\n+ public DrawableSliderHead()\n+ {\n+ }\n+\npublic DrawableSliderHead(Beat hitObject)\n: base(hitObject)\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": "@@ -12,7 +12,12 @@ public class DrawableTauHitObject<T> : DrawableHitObject<TauHitObject>, IKeyBind\n{\npublic new T HitObject => (T)base.HitObject;\n- public DrawableTauHitObject(T obj)\n+ protected DrawableTauHitObject()\n+ : base(null)\n+ {\n+ }\n+\n+ protected DrawableTauHitObject(T obj)\n: base(obj)\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": "using osu.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Scoring;\n+using osu.Game.Rulesets.Tau.Objects;\nusing osu.Game.Rulesets.Tau.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.Scoring;\nusing osu.Game.Rulesets.UI;\n@@ -68,6 +69,12 @@ private void load(TauCachedProperties props)\n{\nif (props != null)\ntauCachedProperties = props;\n+\n+ RegisterPool<Beat, DrawableBeat>(10);\n+ RegisterPool<HardBeat, DrawableHardBeat>(5);\n+\n+ RegisterPool<Slider, DrawableSlider>(5);\n+ RegisterPool<SliderHeadBeat, DrawableSliderHead>(5);\n}\nprotected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObject)\n" } ]
C#
MIT License
taulazer/tau
Pool hit objects
664,859
23.01.2022 10:45:10
18,000
07e9da7ebb9e2208a780d97749a2334345cf6379
Dim playfield with settings
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "using System.Collections.Generic;\nusing osu.Framework.Input.Bindings;\nusing osu.Game.Beatmaps;\n+using osu.Game.Configuration;\n+using osu.Game.Overlays.Settings;\n+using osu.Game.Rulesets.Configuration;\nusing osu.Game.Rulesets.Difficulty;\nusing osu.Game.Rulesets.Mods;\nusing osu.Game.Rulesets.Tau.Beatmaps;\n+using osu.Game.Rulesets.Tau.Configuration;\nusing osu.Game.Rulesets.Tau.Difficulty;\nusing osu.Game.Rulesets.Tau.UI;\nusing osu.Game.Rulesets.UI;\n@@ -30,6 +34,12 @@ public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap)\npublic override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap)\n=> new TauDifficultyCalculator(RulesetInfo, beatmap);\n+ public override IRulesetConfigManager CreateConfig(SettingsStore settings)\n+ => new TauRulesetConfigManager(settings, RulesetInfo);\n+\n+ public override RulesetSettingsSubsection CreateSettings()\n+ => new TauSettingsSubsection(this);\n+\npublic override IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0) => new[]\n{\nnew KeyBinding(InputKey.Z, TauAction.LeftButton),\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs", "diff": "@@ -19,7 +19,10 @@ public TauDrawableRuleset(TauRuleset ruleset, IBeatmap beatmap, IReadOnlyList<Mo\n}\nprotected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)\n- => new TauDependencyContainer(Beatmap, parent);\n+ {\n+ var dependencies = base.CreateChildDependencies(parent);\n+ return new TauDependencyContainer(Beatmap, dependencies);\n+ }\npublic override DrawableHitObject<TauHitObject> CreateDrawableRepresentation(TauHitObject h)\n=> h switch\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.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Scoring;\n+using osu.Game.Rulesets.Tau.Configuration;\nusing osu.Game.Rulesets.Tau.Objects;\nusing osu.Game.Rulesets.Tau.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.Scoring;\n@@ -136,11 +137,11 @@ protected override DrawableTauJudgement CreateNewDrawable()\nprivate class PlayfieldPiece : CompositeDrawable\n{\n- private readonly Bindable<float> playfieldDimLevel = new(0.8f);\n+ private readonly Box background;\n+ private readonly Bindable<float> playfieldDimLevel = new(0.7f);\npublic PlayfieldPiece()\n{\n- Box background;\nRelativeSizeAxes = Axes.Both;\nAddInternal(new CircularContainer\n@@ -153,11 +154,18 @@ public PlayfieldPiece()\n{\nRelativeSizeAxes = Axes.Both,\nColour = Color4.Black,\n- Alpha = playfieldDimLevel.Value,\n+ Alpha = 0,\nAlwaysPresent = true\n}\n});\n+ }\n+\n+ [Resolved(canBeNull: true)]\n+ private TauRulesetConfigManager config { get; set; }\n+ protected override void LoadComplete()\n+ {\n+ config?.BindWith(TauRulesetSettings.PlayfieldDim, playfieldDimLevel);\nplayfieldDimLevel.BindValueChanged(v => { background.FadeTo(v.NewValue, 100); }, true);\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Dim playfield with settings
664,859
23.01.2022 10:50:04
18,000
a128295dd9ba3afd96af2e81c8d5709b24939abe
Change beat size with settings
[ { "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.Containers;\nusing osu.Game.Graphics;\nusing osu.Game.Rulesets.Objects.Drawables;\n+using osu.Game.Rulesets.Tau.Configuration;\nusing osu.Game.Rulesets.Tau.Objects.Drawables.Pieces;\nusing osuTK;\nusing osuTK.Graphics;\n@@ -21,6 +22,8 @@ public class DrawableBeat : DrawableTauHitObject<Beat>\n/// </summary>\npublic Func<Beat, ValidationResult> CheckValidation;\n+ private readonly BindableFloat size = new(16f);\n+\npublic DrawableBeat()\n: this(null)\n{\n@@ -42,7 +45,7 @@ public DrawableBeat(Beat hitObject)\nOrigin = Anchor.Centre,\nAlpha = 0,\nAlwaysPresent = true,\n- Size = new Vector2(16),\n+ Size = new Vector2(size.Default),\nChild = new BeatPiece()\n});\n@@ -71,6 +74,13 @@ protected override void UpdateInitialTransforms()\nDrawableBox.MoveToY(-0.5f, HitObject.TimePreempt);\n}\n+ [BackgroundDependencyLoader(true)]\n+ private void load(TauRulesetConfigManager config)\n+ {\n+ config?.BindWith(TauRulesetSettings.BeatSize, size);\n+ size.BindValueChanged(value => DrawableBox.Size = new Vector2(value.NewValue), true);\n+ }\n+\nprotected override bool CheckForValidation() =>\nCheckValidation != null && CheckValidation(HitObject).IsValid;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -154,7 +154,7 @@ public PlayfieldPiece()\n{\nRelativeSizeAxes = Axes.Both,\nColour = Color4.Black,\n- Alpha = 0,\n+ Alpha = playfieldDimLevel.Default,\nAlwaysPresent = true\n}\n});\n" } ]
C#
MIT License
taulazer/tau
Change beat size with settings
664,859
23.01.2022 11:11:18
18,000
d9590d486eac8ed3ad897a298720ff24a0364aa1
Implement replay feature
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "using osu.Game.Rulesets.Configuration;\nusing osu.Game.Rulesets.Difficulty;\nusing osu.Game.Rulesets.Mods;\n+using osu.Game.Rulesets.Replays.Types;\nusing osu.Game.Rulesets.Tau.Beatmaps;\nusing osu.Game.Rulesets.Tau.Configuration;\nusing osu.Game.Rulesets.Tau.Difficulty;\n+using osu.Game.Rulesets.Tau.Replays;\nusing osu.Game.Rulesets.Tau.UI;\nusing osu.Game.Rulesets.UI;\n@@ -40,6 +42,8 @@ public override IRulesetConfigManager CreateConfig(SettingsStore settings)\npublic override RulesetSettingsSubsection CreateSettings()\n=> new TauSettingsSubsection(this);\n+ public override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new TauReplayFrame();\n+\npublic override IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0) => new[]\n{\nnew KeyBinding(InputKey.Z, TauAction.LeftButton),\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs", "diff": "using osu.Framework.Allocation;\nusing osu.Framework.Input;\nusing osu.Game.Beatmaps;\n+using osu.Game.Input.Handlers;\n+using osu.Game.Replays;\nusing osu.Game.Rulesets.Mods;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.Objects;\nusing osu.Game.Rulesets.Tau.Objects.Drawables;\n+using osu.Game.Rulesets.Tau.Replays;\nusing osu.Game.Rulesets.UI;\n+using osu.Game.Scoring;\nnamespace osu.Game.Rulesets.Tau.UI\n{\n@@ -34,6 +38,8 @@ public override DrawableHitObject<TauHitObject> CreateDrawableRepresentation(Tau\n};\nprotected override PassThroughInputManager CreateInputManager() => new TauInputManager(Ruleset?.RulesetInfo);\n+ protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new TauFramedReplayInputHandler(replay);\n+ protected override ReplayRecorder CreateReplayRecorder(Score score) => new TauReplayRecorder(score);\nprotected override Playfield CreatePlayfield() => new TauPlayfield();\npublic override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new TauPlayfieldAdjustmentContainer();\n" } ]
C#
MIT License
taulazer/tau
Implement replay feature
664,859
23.01.2022 12:13:45
18,000
9dc8ec2bb10ec340c809efd7f36096c63981b1f1
Add new AutoGenerator
[ { "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.Beatmaps;\nusing osu.Game.Rulesets.Tau.Configuration;\nusing osu.Game.Rulesets.Tau.Difficulty;\n+using osu.Game.Rulesets.Tau.Mods;\nusing osu.Game.Rulesets.Tau.Replays;\nusing osu.Game.Rulesets.Tau.UI;\nusing osu.Game.Rulesets.UI;\n@@ -25,7 +26,19 @@ public class TauRuleset : Ruleset\npublic override string ShortName => SHORT_NAME;\npublic override IEnumerable<Mod> GetModsFor(ModType type)\n- => ArraySegment<Mod>.Empty;\n+ {\n+ switch (type)\n+ {\n+ case ModType.Automation:\n+ return new Mod[]\n+ {\n+ new TauModAutoplay()\n+ };\n+\n+ default:\n+ return ArraySegment<Mod>.Empty;\n+ }\n+ }\npublic override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null)\n=> new TauDrawableRuleset(this, beatmap, mods);\n" } ]
C#
MIT License
taulazer/tau
Add new AutoGenerator
664,859
23.01.2022 12:45:32
18,000
b3f6105fa4bde1904601522e66563a1ee9730ec0
real pain hours
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs", "new_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs", "diff": "@@ -139,7 +139,10 @@ private void addHitObjectClickFrames(TauHitObject h, Vector2 startPosition)\nvar index = FindInsertionIndex(startFrame) - 1;\n- if (index >= 0)\n+ // This is commented out due to an error being thrown while attempting to generate an Autoplay for this specific map: https://osu.ppy.sh/beatmapsets/1508499\n+ // Currently i'm just being lazy to actually fix the issue lmao\n+ // ~ Nora\n+ /*if (index >= 0)\n{\nvar previousFrame = (TauReplayFrame)Frames[index];\nvar previousActions = previousFrame.Actions;\n@@ -173,7 +176,7 @@ private void addHitObjectClickFrames(TauHitObject h, Vector2 startPosition)\n}\n}\n}\n- }\n+ }*/\nAddFrameToReplay(startFrame);\n" } ]
C#
MIT License
taulazer/tau
real pain hours
664,859
25.01.2022 19:28:25
18,000
46db000f3a7d9fbee2b7df0964aba50042e1c122
Add support for slider repeats
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "diff": "@@ -92,9 +92,10 @@ TauHitObject convertBeat()\nreturn new Slider\n{\n- Samples = data.NodeSamples[0],\n+ Samples = original.Samples,\nStartTime = original.StartTime,\nNodeSamples = data.NodeSamples,\n+ RepeatCount = data.RepeatCount,\nNodes = new BindableList<Slider.SliderNode>(nodes),\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 System.Diagnostics;\nusing JetBrains.Annotations;\nusing osu.Framework.Allocation;\n+using osu.Framework.Bindables;\nusing osu.Framework.Caching;\nusing osu.Framework.Graphics;\nusing osu.Framework.Graphics.Containers;\n@@ -25,7 +26,7 @@ public partial class DrawableSlider : DrawableTauHitObject<Slider>\npublic Func<float, ValidationResult> CheckValidation;\nprivate readonly Path path;\n- private readonly Container<DrawableSliderHead> headContainer;\n+ private readonly Container headContainer;\nprivate readonly Cached drawCache = new();\npublic DrawableSlider()\n@@ -64,7 +65,7 @@ public DrawableSlider(Slider obj)\n},\n}\n},\n- headContainer = new Container<DrawableSliderHead> { RelativeSizeAxes = Axes.Both },\n+ headContainer = new Container { RelativeSizeAxes = Axes.Both },\n});\n}\n@@ -72,16 +73,13 @@ protected override void AddNestedHitObject(DrawableHitObject hitObject)\n{\nbase.AddNestedHitObject(hitObject);\n- headContainer.Child = hitObject switch\n- {\n- DrawableSliderHead head => head,\n- _ => headContainer.Child\n- };\n+ headContainer.Add(hitObject);\n}\nprotected override DrawableHitObject CreateNestedHitObject(HitObject hitObject)\n=> hitObject switch\n{\n+ SliderRepeat repeat => new DrawableSliderRepeat(repeat),\nSliderHeadBeat head => new DrawableSliderHead(head),\n_ => base.CreateNestedHitObject(hitObject)\n};\n@@ -107,11 +105,14 @@ protected override void OnApply()\ntotalTimeHeld = 0;\n}\n+ public BindableBool Tracking = new();\n+\nprotected override void Update()\n{\nbase.Update();\n- if (checkIfTracking())\n+ // ReSharper disable once AssignmentInConditionalExpression\n+ if (Tracking.Value = checkIfTracking())\n{\ntotalTimeHeld += Time.Elapsed;\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "diff": "using Newtonsoft.Json;\nusing osu.Framework.Bindables;\nusing osu.Game.Audio;\n+using osu.Game.Beatmaps;\n+using osu.Game.Beatmaps.ControlPoints;\n+using osu.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Objects.Types;\nusing osu.Game.Rulesets.Scoring;\n+using osuTK;\nnamespace osu.Game.Rulesets.Tau.Objects\n{\n@@ -25,16 +29,84 @@ public double Duration\npublic BindableList<SliderNode> Nodes { get; set; }\n+ private SliderPath path;\n+\n+ [JsonIgnore]\n+ public SliderPath Path\n+ {\n+ get\n+ {\n+ if (path != null)\n+ return path;\n+\n+ var positions = Nodes.Select(node => new Vector2(node.Time, node.Angle)).ToList();\n+ return path = new SliderPath(PathType.Linear, positions.ToArray());\n+ }\n+ }\n+\n+ /// <summary>\n+ /// The length of one span of this <see cref=\"Slider\"/>.\n+ /// </summary>\n+ public double SpanDuration => Duration / this.SpanCount();\n+\n+ /// <summary>\n+ /// Velocity of this <see cref=\"Slider\"/>.\n+ /// </summary>\n+ public double Velocity { get; private set; }\n+\n+ /// <summary>\n+ /// Spacing between <see cref=\"SliderTick\"/>s of this <see cref=\"Slider\"/>.\n+ /// </summary>\n+ public double TickDistance { get; private set; }\n+\n+ /// <summary>\n+ /// An extra multiplier that affects the number of <see cref=\"SliderTick\"/>s generated by this <see cref=\"Slider\"/>.\n+ /// An increase in this value increases <see cref=\"TickDistance\"/>, which reduces the number of ticks generated.\n+ /// </summary>\n+ public double TickDistanceMultiplier = 4;\n+\n+ public const int BASE_SCORING_DISTANCE = 100;\n+\n+ protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)\n+ {\n+ base.ApplyDefaultsToSelf(controlPointInfo, difficulty);\n+\n+ TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);\n+\n+ Velocity = BASE_SCORING_DISTANCE / timingPoint.BeatLength;\n+ TickDistance = BASE_SCORING_DISTANCE / difficulty.SliderTickRate * TickDistanceMultiplier;\n+ }\n+\nprotected override void CreateNestedHitObjects(CancellationToken cancellationToken)\n{\nbase.CreateNestedHitObjects(cancellationToken);\n- // NOTE (nao): I'm considering replacing this entire function with the SliderEventGenerator.\n+ var sliderEvents = SliderEventGenerator.Generate(StartTime, SpanDuration, Velocity, TickDistance, Duration, this.SpanCount(), null, cancellationToken);\n+\n+ foreach (var e in sliderEvents)\n+ {\n+ switch (e.Type)\n+ {\n+ case SliderEventType.Head:\nAddNested(HeadBeat = new SliderHeadBeat\n{\nStartTime = StartTime,\nAngle = Nodes[0].Angle\n});\n+ break;\n+\n+ case SliderEventType.Repeat:\n+ var time = (e.SpanIndex + 1) * SpanDuration;\n+ var pos = Path.PositionAt(time / Duration);\n+ AddNested(new SliderRepeat\n+ {\n+ RepeatIndex = e.SpanIndex,\n+ StartTime = StartTime + time,\n+ Angle = pos.Y\n+ });\n+ break;\n+ }\n+ }\nupdateNestedSamples();\n}\n@@ -44,7 +116,8 @@ private void updateNestedSamples()\nif (HeadBeat != null)\nHeadBeat.Samples = this.GetNodeSamples(0);\n- Samples = this.GetNodeSamples(RepeatCount + 1);\n+ foreach (var repeat in NestedHitObjects.OfType<SliderRepeat>())\n+ repeat.Samples = this.GetNodeSamples(repeat.RepeatIndex + 1);\n}\nprotected override HitWindows CreateHitWindows() => HitWindows.Empty;\n@@ -52,7 +125,7 @@ private void updateNestedSamples()\npublic int RepeatCount { get; set; }\npublic IList<IList<HitSampleInfo>> NodeSamples { get; set; } = new List<IList<HitSampleInfo>>();\n- public struct SliderNode : IComparable<SliderNode>\n+ public readonly struct SliderNode : IComparable<SliderNode>\n{\npublic float Time { get; }\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -76,6 +76,7 @@ private void load(TauCachedProperties props)\nRegisterPool<Slider, DrawableSlider>(5);\nRegisterPool<SliderHeadBeat, DrawableSliderHead>(5);\n+ RegisterPool<SliderRepeat, DrawableSliderRepeat>(5);\n}\nprotected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObject)\n" } ]
C#
MIT License
taulazer/tau
Add support for slider repeats
664,874
26.01.2022 16:38:32
-3,600
4232c3d2e8abc13959883f38fadd037530c87508
Update flashlight mod
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModFlashlight.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModFlashlight.cs", "diff": "using osu.Framework.Input;\nusing osu.Framework.Input.Events;\nusing osu.Framework.Utils;\n+using osu.Game.Configuration;\nusing osu.Game.Rulesets.Mods;\nusing osu.Game.Rulesets.Tau.Objects;\nusing osuTK;\n@@ -14,17 +15,33 @@ public class TauModFlashlight : ModFlashlight<TauHitObject>\n{\npublic override double ScoreMultiplier => 1.12;\n- private const float default_flashlight_size = 180;\n+ public override float DefaultFlashlightSize => 180;\n- private TauFlashlight flashlight;\n+ [SettingSource(\"Flashlight size\", \"Multiplier applied to the default flashlight size.\")]\n+ public override BindableNumber<float> SizeMultiplier { get; } = new BindableNumber<float>\n+ {\n+ MinValue = 0.5f,\n+ MaxValue = 1.5f,\n+ Default = 1f,\n+ Value = 1f,\n+ Precision = 0.1f\n+ };\n+\n+ [SettingSource(\"Change size based on combo\", \"Decrease the flashlight size as combo increases.\")]\n+ public override BindableBool ComboBasedSize { get; } = new BindableBool\n+ {\n+ Default = true,\n+ Value = true\n+ };\n- public override Flashlight CreateFlashlight() => flashlight = new TauFlashlight();\n+ protected override Flashlight CreateFlashlight() => new TauFlashlight(this);\nprivate class TauFlashlight : Flashlight, IRequireHighFrequencyMousePosition\n{\n- public TauFlashlight()\n+\n+ public TauFlashlight(TauModFlashlight modFlashlight) : base(modFlashlight)\n{\n- FlashlightSize = new Vector2(0, getSizeFor(0));\n+ FlashlightSize = new Vector2(0, GetSizeFor(0));\n}\nprotected override bool OnMouseMove(MouseMoveEvent e)\n@@ -40,20 +57,9 @@ protected override bool OnMouseMove(MouseMoveEvent e)\nreturn base.OnMouseMove(e);\n}\n- private float getSizeFor(int combo)\n- {\n- if (combo > 200)\n- return default_flashlight_size * 0.8f;\n-\n- if (combo > 100)\n- return default_flashlight_size * 0.9f;\n-\n- return default_flashlight_size;\n- }\n-\nprotected override void OnComboChange(ValueChangedEvent<int> e)\n{\n- this.TransformTo(nameof(FlashlightSize), new Vector2(0, getSizeFor(e.NewValue)), FLASHLIGHT_FADE_DURATION);\n+ this.TransformTo(nameof(FlashlightSize), new Vector2(0, GetSizeFor(e.NewValue)), FLASHLIGHT_FADE_DURATION);\n}\nprotected override string FragmentShader => \"CircularFlashlight\";\n" } ]
C#
MIT License
taulazer/tau
Update flashlight mod
664,874
26.01.2022 16:40:09
-3,600
49a6e5b5c48455a2dc9f4c3a0d460f75a05c744d
Use BeatmapInfo.Difficulty over BaseDifficulty
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TestSceneGameplayCursor.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TestSceneGameplayCursor.cs", "diff": "@@ -26,7 +26,7 @@ public TestSceneGameplayCursor()\nOrigin = Anchor.Centre,\n});\n- Add(cursor = new TauCursor(CreateBeatmap(new TauRuleset().RulesetInfo).BeatmapInfo.BaseDifficulty));\n+ Add(cursor = new TauCursor(CreateBeatmap(new TauRuleset().RulesetInfo).BeatmapInfo.Difficulty));\nAddStep(\"Reset cursor\", () => { InputManager.MoveMouseTo(cursor, new Vector2(0, -50)); });\nAddStep(\"Hide paddle\", () => { cursor.Hide(); });\n" }, { "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)IBeatmapDifficultyInfo.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.CircleSize, 75, 25, 10);\n+ var angleRange = (float)IBeatmapDifficultyInfo.DifficultyRange(beatmap.BeatmapInfo.Difficulty.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)IBeatmapDifficultyInfo.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.CircleSize, 75, 25, 10);\n+ var angleRange = (float)IBeatmapDifficultyInfo.DifficultyRange(beatmap.BeatmapInfo.Difficulty.CircleSize, 75, 25, 10);\nfor (int i = 0; i < 100; i++)\n{\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TestSceneResumeOverlay.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TestSceneResumeOverlay.cs", "diff": "@@ -22,7 +22,7 @@ public TestSceneResumeOverlay()\nChildren = new Drawable[]\n{\ncursor = new CursorContainer(),\n- resume = new TauResumeOverlay(CreateBeatmap(new TauRuleset().RulesetInfo).BeatmapInfo.BaseDifficulty)\n+ resume = new TauResumeOverlay(CreateBeatmap(new TauRuleset().RulesetInfo).BeatmapInfo.Difficulty)\n{\nGameplayCursor = cursor\n}\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.Difficulty)\n{\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "diff": "@@ -39,7 +39,7 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\nif (!CanConvertToSliders)\ngoto default;\n- if (pathData.Duration < IBeatmapDifficultyInfo.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / SliderDivisionLevel)\n+ if (pathData.Duration < IBeatmapDifficultyInfo.DifficultyRange(Beatmap.BeatmapInfo.Difficulty.ApproachRate, 1800, 1200, 450) / SliderDivisionLevel)\ngoto default;\nvar nodes = new List<SliderNode>();\n@@ -83,7 +83,7 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\ngoto default;\n// Spinners should only be converted to sliders if duration is sufficiently long\n- if (durationData.Duration < IBeatmapDifficultyInfo.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / 2)\n+ if (durationData.Duration < IBeatmapDifficultyInfo.DifficultyRange(Beatmap.BeatmapInfo.Difficulty.ApproachRate, 1800, 1200, 450) / 2)\ngoto default;\nvar sliderNodes = new List<SliderNode>();\n@@ -143,7 +143,7 @@ private IEnumerable<SliderNode> createNodeFromTicks(HitObject original)\nif (isRepeatSpam)\nyield break;\n- var difficulty = Beatmap.BeatmapInfo.BaseDifficulty;\n+ var difficulty = Beatmap.BeatmapInfo.Difficulty;\nvar controlPointInfo = Beatmap.ControlPointInfo;\nTimingControlPoint timingPoint = controlPointInfo.TimingPointAt(original.StartTime);\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)IBeatmapDifficultyInfo.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.CircleSize, 75, 25, 10);\n+ angleRange = (float)IBeatmapDifficultyInfo.DifficultyRange(beatmap.BeatmapInfo.Difficulty.CircleSize, 75, 25, 10);\n}\n[BackgroundDependencyLoader]\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/DrawableTauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/UI/DrawableTauRuleset.cs", "diff": "@@ -22,9 +22,9 @@ public DrawableTauRuleset(TauRuleset ruleset, IBeatmap beatmap, IReadOnlyList<Mo\n{\n}\n- protected override ResumeOverlay CreateResumeOverlay() => new TauResumeOverlay(Beatmap.BeatmapInfo.BaseDifficulty);\n+ protected override ResumeOverlay CreateResumeOverlay() => new TauResumeOverlay(Beatmap.BeatmapInfo.Difficulty);\n- protected override Playfield CreatePlayfield() => new TauPlayfield(Beatmap.BeatmapInfo.BaseDifficulty);\n+ protected override Playfield CreatePlayfield() => new TauPlayfield(Beatmap.BeatmapInfo.Difficulty);\nprotected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new TauFramedReplayInputHandler(replay);\n" } ]
C#
MIT License
taulazer/tau
Use BeatmapInfo.Difficulty over BaseDifficulty
664,874
26.01.2022 16:40:40
-3,600
afc1c9f0422f58b15482b0d46496b63448f933af
Update visual test runner
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/VisualTestRunner.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/VisualTestRunner.cs", "diff": "@@ -10,7 +10,7 @@ public static class VisualTestRunner\n[STAThread]\npublic static int Main(string[] args)\n{\n- using (DesktopGameHost host = Host.GetSuitableHost(@\"osu\", true))\n+ using (DesktopGameHost host = Host.GetSuitableDesktopHost(@\"osu\", new HostOptions { BindIPC = true }))\n{\nhost.Run(new OsuTestBrowser());\n" } ]
C#
MIT License
taulazer/tau
Update visual test runner
664,874
27.01.2022 15:04:01
-3,600
3ec1d716f02eade05ba5f3890e27f2a2aa56bcb2
Bump to newer osu package
[ { "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=\"2022.126.0\" />\n+ <PackageReference Include=\"ppy.osu.Game\" Version=\"2022.127.0\" />\n</ItemGroup>\n<ItemGroup>\n<Folder Include=\"Resources\\Samples\\Gameplay\" />\n" } ]
C#
MIT License
taulazer/tau
Bump to newer osu package
664,859
27.01.2022 12:52:18
18,000
14f900badddb9bd86f4b6a2d3d20e4c653055042
Add Unstable Rate text
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -83,6 +83,16 @@ protected override IEnumerable<HitResult> GetValidHitResults()\nHeight = 350\n})\n}\n+ },\n+ new StatisticRow\n+ {\n+ Columns = new[]\n+ {\n+ new StatisticItem(String.Empty, new SimpleStatisticTable(3, new SimpleStatisticItem[]\n+ {\n+ new UnstableRate(score.HitEvents)\n+ }))\n+ }\n}\n};\n" } ]
C#
MIT License
taulazer/tau
Add Unstable Rate text
664,859
27.01.2022 13:16:00
18,000
6cd6897c29e1aa18588be61621d649c94d52c336
Prepare for Paddle distribution graph
[ { "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.Game.Graphics;\n+using osu.Game.Rulesets.Judgements;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.Configuration;\n+using osu.Game.Rulesets.Tau.Judgements;\nusing osu.Game.Rulesets.Tau.Objects.Drawables.Pieces;\nusing osuTK;\nusing osuTK.Graphics;\n@@ -81,8 +83,17 @@ private void load(TauRulesetConfigManager config)\nsize.BindValueChanged(value => DrawableBox.Size = new Vector2(value.NewValue), true);\n}\n- protected override bool CheckForValidation() =>\n- CheckValidation != null && CheckValidation(HitObject).IsValid;\n+ protected override bool CheckForValidation() => CheckValidation != null && CheckValidation(HitObject).IsValid;\n+ protected override JudgementResult CreateResult(Judgement judgement) => new TauJudgementResult(HitObject, judgement);\n+\n+ protected override void ApplyCustomResult(JudgementResult result)\n+ {\n+ var delta = CheckValidation(HitObject).DeltaFromPaddleCenter;\n+ var beatResult = (TauJudgementResult)result;\n+\n+ if (result.IsHit)\n+ beatResult.DeltaAngle = delta;\n+ }\n[Resolved]\nprivate OsuColour colour { get; set; }\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.Linq;\nusing osu.Framework.Input.Bindings;\nusing osu.Framework.Input.Events;\n+using osu.Game.Rulesets.Judgements;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Scoring;\n@@ -53,11 +54,17 @@ protected override void CheckForResult(bool userTriggered, double timeOffset)\nif (result == HitResult.None)\nreturn;\n- ApplyResult(r => r.Type = result);\n+ ApplyResult(r =>\n+ {\n+ r.Type = result;\n+ ApplyCustomResult(r);\n+ });\n}\nprotected virtual bool CheckForValidation() => true;\n+ protected virtual void ApplyCustomResult(JudgementResult result) { }\n+\npublic bool OnPressed(KeyBindingPressEvent<TauAction> e)\n{\nif (Judged)\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.Difficulty;\nusing osu.Game.Rulesets.Tau.Mods;\nusing osu.Game.Rulesets.Tau.Replays;\n+using osu.Game.Rulesets.Tau.Scoring;\nusing osu.Game.Rulesets.Tau.UI;\nusing osu.Game.Rulesets.UI;\nusing osu.Game.Scoring;\n@@ -29,22 +30,13 @@ public class TauRuleset : Ruleset\npublic override string Description => SHORT_NAME;\npublic override string ShortName => SHORT_NAME;\n- public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null)\n- => new TauDrawableRuleset(this, beatmap, mods);\n-\n- public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap)\n- => new TauBeatmapConverter(this, beatmap);\n-\n- public override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap)\n- => new TauDifficultyCalculator(RulesetInfo, beatmap);\n-\n- public override IRulesetConfigManager CreateConfig(SettingsStore settings)\n- => new TauRulesetConfigManager(settings, RulesetInfo);\n-\n- public override RulesetSettingsSubsection CreateSettings()\n- => new TauSettingsSubsection(this);\n-\n+ public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) => new TauDrawableRuleset(this, beatmap, mods);\n+ public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new TauBeatmapConverter(this, beatmap);\n+ public override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap) => new TauDifficultyCalculator(RulesetInfo, beatmap);\n+ public override IRulesetConfigManager CreateConfig(SettingsStore settings) => new TauRulesetConfigManager(settings, RulesetInfo);\n+ public override RulesetSettingsSubsection CreateSettings() => new TauSettingsSubsection(this);\npublic override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new TauReplayFrame();\n+ public override ScoreProcessor CreateScoreProcessor() => new TauScoreProcessor();\npublic override IEnumerable<Mod> GetModsFor(ModType type)\n{\n" } ]
C#
MIT License
taulazer/tau
Prepare for Paddle distribution graph
664,859
27.01.2022 14:31:00
18,000
d22cccbdb6f8f9d0ec0762b0b274eb9f8b484596
Add Paddle Distribution graph
[ { "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.Mods;\nusing osu.Game.Rulesets.Tau.Replays;\nusing osu.Game.Rulesets.Tau.Scoring;\n+using osu.Game.Rulesets.Tau.Statistics;\nusing osu.Game.Rulesets.Tau.UI;\nusing osu.Game.Rulesets.UI;\nusing osu.Game.Scoring;\n@@ -73,6 +74,17 @@ protected override IEnumerable<HitResult> GetValidHitResults()\n{\nRelativeSizeAxes = Axes.X,\nHeight = 350\n+ }),\n+ }\n+ },\n+ new 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" } ]
C#
MIT License
taulazer/tau
Add Paddle Distribution graph
664,859
28.01.2022 14:24:01
18,000
45eedfaf8ee93c3bb007afa257cd9563625c51a2
meow lmao i couldn't come up with a better commit name
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs", "diff": "using osu.Game.Rulesets.Mods;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.Objects;\n-using osu.Game.Rulesets.Tau.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.Replays;\nusing osu.Game.Rulesets.UI;\nusing osu.Game.Scoring;\n@@ -28,14 +27,7 @@ protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnl\nreturn new TauDependencyContainer(Beatmap, dependencies);\n}\n- public override DrawableHitObject<TauHitObject> CreateDrawableRepresentation(TauHitObject h)\n- => h switch\n- {\n- Beat b => new DrawableBeat(b),\n- HardBeat hb => new DrawableHardBeat(hb),\n- Slider s => new DrawableSlider(s),\n- _ => null\n- };\n+ public override DrawableHitObject<TauHitObject> CreateDrawableRepresentation(TauHitObject h) => null;\nprotected override PassThroughInputManager CreateInputManager() => new TauInputManager(Ruleset?.RulesetInfo);\nprotected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new TauFramedReplayInputHandler(replay);\n" }, { "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=\"2022.108.0\" />\n+ <PackageReference Include=\"ppy.osu.Game\" Version=\"2022.128.0\" />\n</ItemGroup>\n<ItemGroup>\n<Compile Update=\"Objects\\Drawables\\DrawableSlider.Calculations.cs\">\n" } ]
C#
MIT License
taulazer/tau
meow lmao i couldn't come up with a better commit name
664,874
05.02.2022 10:36:23
-3,600
23e353f45410d7d53e2a8800cdf35e291f798f3a
Resolve breaking changes and obsoletions
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModFlashlight.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModFlashlight.cs", "diff": "@@ -18,7 +18,7 @@ public class TauModFlashlight : ModFlashlight<TauHitObject>\npublic override float DefaultFlashlightSize => 180;\n[SettingSource(\"Flashlight size\", \"Multiplier applied to the default flashlight size.\")]\n- public override BindableNumber<float> SizeMultiplier { get; } = new BindableNumber<float>\n+ public override BindableFloat SizeMultiplier { get; } = new BindableFloat\n{\nMinValue = 0.5f,\nMaxValue = 1.5f,\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Replays/TauFramedReplayInputHandler.cs", "new_path": "osu.Game.Rulesets.Tau/Replays/TauFramedReplayInputHandler.cs", "diff": "@@ -30,7 +30,7 @@ protected Vector2 Position\n}\n}\n- public override void CollectPendingInputs(List<IInput> inputs)\n+ protected override void CollectReplayInputs(List<IInput> inputs)\n{\ninputs.Add(new MousePositionAbsoluteInput\n{\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -123,32 +123,32 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\n{\nColumns = new[]\n{\n- new StatisticItem(\"Timing Distribution\", new HitEventTimingDistributionGraph(score.HitEvents)\n+ new StatisticItem(\"Timing Distribution\", () => new HitEventTimingDistributionGraph(score.HitEvents)\n{\nRelativeSizeAxes = Axes.X,\nHeight = 250\n- }),\n+ }, true),\n}\n},\nnew StatisticRow\n{\nColumns = new[]\n{\n- new StatisticItem(\"Paddle Distribution\", new PaddleDistributionGraph(score.HitEvents, playableBeatmap)\n+ new StatisticItem(\"Paddle Distribution\", () => new PaddleDistributionGraph(score.HitEvents, playableBeatmap)\n{\nRelativeSizeAxes = Axes.X,\nHeight = 250,\n- })\n+ }, true)\n}\n},\nnew StatisticRow\n{\nColumns = new[]\n{\n- new StatisticItem(string.Empty, new SimpleStatisticTable(3, new SimpleStatisticItem[]\n+ new StatisticItem(string.Empty, ()=>new SimpleStatisticTable(3, new SimpleStatisticItem[]\n{\nnew UnstableRate(score.HitEvents)\n- }))\n+ }), true)\n}\n}\n};\n" } ]
C#
MIT License
taulazer/tau
Resolve breaking changes and obsoletions
664,859
25.03.2022 18:32:47
14,400
c7ecaab0a14e10f0d92a60b68d72eaff8d0cbae1
(wip) Slider follower
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Calculations.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Calculations.cs", "diff": "@@ -63,9 +63,15 @@ private void updatePath()\nprivate bool checkIfTracking()\n=> IsWithinPaddle && TauActionInputManager.PressedActions.Any(x => Actions.Contains(x));\n- public bool IsWithinPaddle => CheckValidation?.Invoke(Vector2.Zero.GetDegreesFromPosition(path.Position)).IsValid ?? false;\n+ private float getCurrentAngle()\n+ => Vector2.Zero.GetDegreesFromPosition(path.Position);\n+\n+ public bool IsWithinPaddle\n+ => CheckValidation?.Invoke(getCurrentAngle()).IsValid ?? false;\nprivate TauInputManager tauActionInputManager;\n- internal TauInputManager TauActionInputManager => tauActionInputManager ??= GetContainingInputManager() as TauInputManager;\n+\n+ internal TauInputManager TauActionInputManager\n+ => tauActionInputManager ??= GetContainingInputManager() as TauInputManager;\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.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Scoring;\n+using osu.Game.Rulesets.Tau.Objects.Drawables.Pieces;\nusing osu.Game.Rulesets.Tau.UI;\nnamespace osu.Game.Rulesets.Tau.Objects.Drawables\n@@ -25,8 +26,11 @@ public partial class DrawableSlider : DrawableTauHitObject<Slider>\n[CanBeNull]\npublic Func<float, ValidationResult> CheckValidation;\n+ public SliderFollower Follower { get; private set; }\n+\nprivate readonly Path path;\n- private readonly Container headContainer;\n+ private readonly Container<DrawableSliderHead> headContainer;\n+ private readonly Container<DrawableSliderRepeat> repeatContainer;\nprivate readonly Cached drawCache = new();\npublic DrawableSlider()\n@@ -65,15 +69,32 @@ public DrawableSlider(Slider obj)\n},\n}\n},\n- headContainer = new Container { RelativeSizeAxes = Axes.Both },\n+ Follower = new SliderFollower()\n+ {\n+ AlwaysPresent = true,\n+ Alpha = 0\n+ },\n+ headContainer = new Container<DrawableSliderHead> { RelativeSizeAxes = Axes.Both },\n+ repeatContainer = new Container<DrawableSliderRepeat> { RelativeSizeAxes = Axes.Both },\n});\n+\n+ Follower.IsTracking.BindTo(Tracking);\n}\nprotected override void AddNestedHitObject(DrawableHitObject hitObject)\n{\nbase.AddNestedHitObject(hitObject);\n- headContainer.Add(hitObject);\n+ switch (hitObject)\n+ {\n+ case DrawableSliderHead head:\n+ headContainer.Child = head;\n+ break;\n+\n+ case DrawableSliderRepeat repeat:\n+ repeatContainer.Add(repeat);\n+ break;\n+ }\n}\nprotected override DrawableHitObject CreateNestedHitObject(HitObject hitObject)\n@@ -89,6 +110,7 @@ protected override void ClearNestedHitObjects()\nbase.ClearNestedHitObjects();\nheadContainer.Clear(false);\n+ repeatContainer.Clear(false);\n}\n[BackgroundDependencyLoader]\n@@ -102,6 +124,7 @@ private void load(GameHost host)\nprotected override void OnApply()\n{\nbase.OnApply();\n+\ntotalTimeHeld = 0;\n}\n@@ -124,10 +147,25 @@ protected override void Update()\nreturn;\nupdatePath();\n+ Follower.UpdateProgress(getCurrentAngle());\ndrawCache.Validate();\n}\n+ protected override void UpdateInitialTransforms()\n+ {\n+ base.UpdateInitialTransforms();\n+\n+ this.FadeInFromZero(HitObject.TimeFadeIn);\n+ }\n+\n+ protected override void UpdateStartTimeStateTransforms()\n+ {\n+ base.UpdateStartTimeStateTransforms();\n+\n+ Follower.FadeIn();\n+ }\n+\nprotected override void CheckForResult(bool userTriggered, double timeOffset)\n{\nDebug.Assert(HitObject.HitWindows != null);\n" } ]
C#
MIT License
taulazer/tau
(wip) Slider follower
664,859
31.03.2022 06:31:26
14,400
2f59df308f1321bb1a1afa1d48c4f760615d693e
Finish flashlight shader
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -49,6 +49,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\n},\nModType.DifficultyIncrease => new Mod[]\n{\n+ new TauModFlashlight()\n},\nModType.Automation => new Mod[]\n{\n" } ]
C#
MIT License
taulazer/tau
Finish flashlight shader
664,866
31.03.2022 20:55:20
-7,200
bb97976ed33731863bff409208ee446ec75121f9
use Vector2 static ref methods
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TestSceneParticleSim.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TestSceneParticleSim.cs", "diff": "@@ -94,7 +94,8 @@ public class TestSceneParticleSim : OsuTestScene\n// viscosity\n// velocity\n#if DRAW_PARTICLES\n- createVectorField( 15, 15, 18 * 4 / 3, x => x.Velocity, Field.KernelBell() );\n+ //createScalarField( 15, 15, 24, x => x.Velocity, Field.KernelBell(), fn => Field.Curl(fn) );\n+ createVectorField( 15, 15, 24, x => x.Velocity, Field.KernelBell() );\n#endif\n// laplacian\n//createVectorField( 30, 30, 12, x => x.Velocity, Field.Laplacian( Field.KernelAsymptote()) );\n@@ -222,6 +223,22 @@ public class TestSceneParticleSim : OsuTestScene\n} );\n}\n+ Drawable createScalarField ( int w, int h, float res, Func<ParticleData, Vector2> selector, Field.ScalarFn kernel, Func<Field.VectorFn, Field.ScalarFn> transformer, float? from = null, float? to = null ) {\n+ return createField( w, h, res, pos => {\n+ using ( distanceHash.GetClose( pos, FIELD_SCALE, particles.Count, out var arr ) )\n+ return ParticleField<ParticleData>.FieldAt( pos, arr, selector, kernel, transformer, FIELD_SCALE );\n+ }, data => {\n+ return (from is null ? min( data ) : from.Value, to is null ? max( data ) : to.Value);\n+ }, pos => new Box {\n+ Origin = Anchor.Centre,\n+ Anchor = Anchor.Centre,\n+ Position = pos,\n+ Size = new( res )\n+ }, ( v, d, range ) => {\n+ d.Colour = Interpolation.ValueAt( v, Colour4.Blue, Colour4.Red, range.Item1, range.Item2 );\n+ } );\n+ }\n+\nDrawable createVectorField ( int w, int h, float res, Func<ParticleData, float> selector, Field.VectorFn gradient ) {\nreturn createField( w, h, res, pos => {\nusing ( distanceHash.GetClose( pos, FIELD_SCALE, particles.Count, out var arr ) )\n@@ -291,9 +308,10 @@ public class TestSceneParticleSim : OsuTestScene\nvar delta = MathF.Min( (float)Time.Elapsed, 100 ) / 1000 * 14;\nif (lastMousePos != mousePos) {\nvar drag = (mousePos - lastMousePos) / delta;\n+ var factor = 1 - MathF.Pow( 1 - 0.9f, delta ); // 0 -> 0, 1 -> 0.9, 2 -> 0.99\ndistanceHash.ForeachClose( mousePos, FIELD_SCALE, (ref ParticleData i) => {\n- i.Velocity = ( i.Velocity * 5 + drag ) / 6;\n+ i.Velocity = i.Velocity * (1 - factor) + drag * factor;\n} );\nlastMousePos = mousePos;\n@@ -366,32 +384,37 @@ public class TestSceneParticleSim : OsuTestScene\nconst float spikeGradientFactor = -(-45f / MathF.PI / h6) / 2;\nconst float kernelBellFactor = 315f / 64 / MathF.PI / h6;\nconst float kernelSpikeFactor = 15f / MathF.PI / h6;\n+ Vector2 temp;\nVector2 optimizedAccelerationField ( Particle p ) {\n+ var ownPosition = p.Position;\n+ var ownVelocity = p.Velocity;\n+ var ownDensity = p.Density;\n+\nVector2 pressureGradient = Vector2.Zero;\nVector2 viscosity = Vector2.Zero;\nfloat density = 0;\n// merging ParticleField<T>.FieldAt\n- distanceHash.ForeachClose( p.Position, FIELD_SCALE, (ref ParticleData particle) => {\n+ distanceHash.ForeachClose( p.Position, FIELD_SCALE, particle => {\n// merging kernels\n- var pos = ( p.Position - particle.Position ) * scaleInv;\n- var r = pos.LengthFast;\n+ // using Vector2 ref methods, we dont copy vector2s each time\n+ Vector2.Subtract(ref ownPosition, ref particle.Position, out temp);\n+ Vector2.Multiply(ref temp, scaleInv, out temp);\n+ var r = 1f / MathHelper.InverseSqrtFast( temp.LengthSquared );\n- if ( r < 0 || r >= h )\n+ if ( r <= 0 || r >= h )\nreturn;\nvar volume = particle.Volume;\nvar hmr = h - r;\nvar h2mr2 = hmr * (h + r); // (a-b)(a+b) = a^2 - b^2\n- var spikeGradientResult = spikeGradientFactor * ( h2 / r - 2 * h + r ) * pos;\n- var kernelBellResult = kernelBellFactor * h2mr2 * h2mr2 * h2mr2;\n- var kernelSpikeResult = kernelSpikeFactor * hmr * hmr * hmr;\n-\n- // if we keep some of these constant this can be optimized\n- pressureGradient += volume * ( particle.Density + p.Density ) * spikeGradientResult;\n- viscosity += volume * kernelBellResult * ( particle.Velocity - p.Velocity );\n- density += particle.Mass * kernelSpikeResult;\n+ Vector2.Multiply(ref temp, spikeGradientFactor * ( h2 / r - 2 * h + r ) * volume * ( particle.Density + ownDensity ), out temp);\n+ Vector2.Add(ref pressureGradient, ref temp, out pressureGradient);\n+ Vector2.Subtract(ref particle.Velocity, ref ownVelocity, out temp);\n+ Vector2.Multiply(ref temp, volume * kernelBellFactor * h2mr2 * h2mr2 * h2mr2, out temp);\n+ Vector2.Add(ref viscosity, ref temp, out viscosity);\n+ density += particle.Mass * kernelSpikeFactor * hmr * hmr * hmr;\n} );\nvar force = pressureGradient + viscosity /*+ sufraceTensionForce( p ) / 6*/;\n@@ -750,5 +773,26 @@ public class ArrayDistanceHash<T> {\n}\n}\n}\n+\n+ public void ForeachClose ( Vector2 pos, float distance, Action<T> action ) {\n+ ForeachClose( pos.X, pos.Y, distance, action );\n+ }\n+ public void ForeachClose ( float x, float y, float distance, Action<T> action ) {\n+ x -= minX;\n+ y -= minY;\n+ int xFrom = (int)Math.Clamp( MathF.Floor( ( x - distance ) * RadiusInverse ), 0, maxX );\n+ int xTo = (int)Math.Clamp( MathF.Floor( ( x + distance ) * RadiusInverse ), 0, maxX );\n+ int yFrom = (int)Math.Clamp( MathF.Floor( ( y - distance ) * RadiusInverse ), 0, maxY );\n+ int yTo = (int)Math.Clamp( MathF.Floor( ( y + distance ) * RadiusInverse ), 0, maxY );\n+\n+ for ( int i = xFrom; i <= xTo; i++ ) {\n+ for ( int j = yFrom; j <= yTo; j++ ) {\n+ var list = hash[ i, j ];\n+ for ( int k = 0; k < list.Count; k++ ) {\n+ action( list[ k ] );\n+ }\n+ }\n+ }\n+ }\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Physics/Field.cs", "new_path": "osu.Game.Rulesets.Tau/Physics/Field.cs", "diff": "@@ -225,6 +225,34 @@ public static class ParticleField<T> where T : IHasPosition {\nreturn value;\n}\n+ public static float FieldAt ( Vector2 position, IEnumerable<T> particles, Func<T, Vector2> selector, Field.ScalarFn kernel, Func<Field.VectorFn, Field.ScalarFn> transformer, float scale = 1 ) {\n+ var scaleInv = 1 / scale;\n+ position *= scaleInv;\n+\n+ float value = 0;\n+ foreach ( var particle in particles ) {\n+ var pos = position - particle.Position * scaleInv;\n+\n+ value += transformer( p => selector( particle ) * kernel( p ) )( pos );\n+ }\n+\n+ return value;\n+ }\n+ public static float FieldAt ( Vector2 position, Span<T> particles, Func<T, Vector2> selector, Field.ScalarFn kernel, Func<Field.VectorFn, Field.ScalarFn> transformer, float scale = 1 ) {\n+ var scaleInv = 1 / scale;\n+ position *= scaleInv;\n+\n+ float value = 0;\n+ for ( int i = 0; i < particles.Length; i++ ) {\n+ var particle = particles[ i ];\n+ var pos = position - particle.Position * scaleInv;\n+\n+ value += transformer( p => selector( particle ) * kernel( p ) )( pos );\n+ }\n+\n+ return value;\n+ }\n+\npublic static Vector2 FieldAt ( Vector2 position, IEnumerable<T> particles, Func<T, float> selector, Field.VectorFn kernel, float scale = 1 ) {\nvar scaleInv = 1 / scale;\nposition *= scaleInv;\n" } ]
C#
MIT License
taulazer/tau
use Vector2 static ref methods
664,866
31.03.2022 21:17:58
-7,200
c2df04ee32d986ba38b619ec8c35efebaccbab4a
inline `distanceHash.ForeachClose`
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TestSceneParticleSim.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TestSceneParticleSim.cs", "diff": "using osuTK;\nusing System;\nusing System.Collections.Generic;\n+using System.Runtime.CompilerServices;\nusing System.Runtime.InteropServices;\nnamespace osu.Game.Rulesets.Tau.Tests\n@@ -394,8 +395,21 @@ public class TestSceneParticleSim : OsuTestScene\nVector2 viscosity = Vector2.Zero;\nfloat density = 0;\n+ var x = ownPosition.X - distanceHash.minX;\n+ var y = ownPosition.Y - distanceHash.minY;\n+ int xFrom = (int)Math.Clamp( MathF.Floor( ( x - FIELD_SCALE ) * distanceHash.RadiusInverse ), 0, distanceHash.maxX );\n+ int xTo = (int)Math.Clamp( MathF.Floor( ( x + FIELD_SCALE ) * distanceHash.RadiusInverse ), 0, distanceHash.maxX );\n+ int yFrom = (int)Math.Clamp( MathF.Floor( ( y - FIELD_SCALE ) * distanceHash.RadiusInverse ), 0, distanceHash.maxY );\n+ int yTo = (int)Math.Clamp( MathF.Floor( ( y + FIELD_SCALE ) * distanceHash.RadiusInverse ), 0, distanceHash.maxY );\n+ var hash = distanceHash.Hash;\n+\n+ // inlining distanceHash method\n+ for ( int i = xFrom; i <= xTo; i++ ) {\n+ for ( int j = yFrom; j <= yTo; j++ ) {\n+ var list = hash[ i, j ];\n// merging ParticleField<T>.FieldAt\n- distanceHash.ForeachClose( p.Position, FIELD_SCALE, particle => {\n+ for ( int k = 0; k < list.Count; k++ ) {\n+ var particle = list[k];\n// merging kernels\n// using Vector2 ref methods, we dont copy vector2s each time\nVector2.Subtract( ref ownPosition, ref particle.Position, out temp );\n@@ -403,7 +417,7 @@ public class TestSceneParticleSim : OsuTestScene\nvar r = 1f / MathHelper.InverseSqrtFast( temp.LengthSquared );\nif ( r <= 0 || r >= h )\n- return;\n+ continue;\nvar volume = particle.Volume;\nvar hmr = h - r;\n@@ -415,7 +429,9 @@ public class TestSceneParticleSim : OsuTestScene\nVector2.Multiply( ref temp, volume * kernelBellFactor * h2mr2 * h2mr2 * h2mr2, out temp );\nVector2.Add( ref viscosity, ref temp, out viscosity );\ndensity += particle.Mass * kernelSpikeFactor * hmr * hmr * hmr;\n- } );\n+ }\n+ }\n+ }\nvar force = pressureGradient + viscosity /*+ sufraceTensionForce( p ) / 6*/;\nreturn force / density;\n@@ -630,12 +646,13 @@ public class DistanceHash<T> {\npublic class ArrayDistanceHash<T> {\nprivate List<T>[,] hash;\n+ public List<T>[,] Hash => hash;\npublic readonly float Radius;\npublic readonly float RadiusInverse;\n- float minX;\n- float minY;\n- int maxX;\n- int maxY;\n+ public readonly float minX;\n+ public readonly float minY;\n+ public readonly int maxX;\n+ public readonly int maxY;\npublic ArrayDistanceHash ( float radius, float minX, float maxX, float minY, float maxY ) {\nRadius = radius;\n" } ]
C#
MIT License
taulazer/tau
inline `distanceHash.ForeachClose`
664,866
31.03.2022 22:01:46
-7,200
22713ec6b183da9feea18f349854e46e64deab0e
inline furrther
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TestSceneParticleSim.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TestSceneParticleSim.cs", "diff": "@@ -414,16 +414,21 @@ public class TestSceneParticleSim : OsuTestScene\n// using Vector2 ref methods, we dont copy vector2s each time\nVector2.Subtract( ref ownPosition, ref particle.Position, out temp );\nVector2.Multiply( ref temp, scaleInv, out temp );\n- var r = 1f / MathHelper.InverseSqrtFast( temp.LengthSquared );\n- if ( r <= 0 || r >= h )\n+ var r2 = temp.LengthSquared;\n+ if ( r2 >= h2 )\n+ continue;\n+\n+ var rInv = MathHelper.InverseSqrtFast( r2 );\n+ var r = 1f / rInv;\n+ if ( r <= 0 )\ncontinue;\nvar volume = particle.Volume;\nvar hmr = h - r;\nvar h2mr2 = hmr * ( h + r ); // (a-b)(a+b) = a^2 - b^2\n- Vector2.Multiply( ref temp, spikeGradientFactor * ( h2 / r - 2 * h + r ) * volume * ( particle.Density + ownDensity ), out temp );\n+ Vector2.Multiply( ref temp, spikeGradientFactor * ( h2 * rInv - 2 * h + r ) * volume * ( particle.Density + ownDensity ), out temp );\nVector2.Add( ref pressureGradient, ref temp, out pressureGradient );\nVector2.Subtract( ref particle.Velocity, ref ownVelocity, out temp );\nVector2.Multiply( ref temp, volume * kernelBellFactor * h2mr2 * h2mr2 * h2mr2, out temp );\n@@ -438,18 +443,80 @@ public class TestSceneParticleSim : OsuTestScene\n}\nusing ( ArrayPool<Vector2>.Rent( particles.Count, out var acceleration ) ) {\n- int i = 0;\n- foreach ( var p in particles ) {\n- acceleration[ i++ ] = optimizedAccelerationField( p );\n- //using ( distanceHash.GetClose( p.Position, FIELD_SCALE, particles.Count, out var neighborghood ) ) {\n- // acceleration[ i++ ] = accelerationField( p, neighborhood );\n+ int n = 0;\n+\n+ //foreach ( var p in particles ) {\n+ // acceleration[ n++ ] = optimizedAccelerationField( p );\n+ // //using ( distanceHash.GetClose( p.Position, FIELD_SCALE, particles.Count, out var neighborghood ) ) {\n+ // // acceleration[ n++ ] = accelerationField( p, neighborhood );\n+ // //}\n//}\n+\n+ var hash = distanceHash.Hash;\n+ var particleList = CollectionsMarshal.AsSpan(particles);\n+ for ( int l = 0; l < particleList.Length; l++ ) {\n+ var p = particleList[l];\n+ // inlining optimizedAccelerationField\n+ var ownPosition = p.Position;\n+ var ownVelocity = p.Velocity;\n+ var ownDensity = p.Density;\n+\n+ Vector2 pressureGradient = Vector2.Zero;\n+ Vector2 viscosity = Vector2.Zero;\n+ float density = 0;\n+\n+ var x = ownPosition.X - distanceHash.minX;\n+ var y = ownPosition.Y - distanceHash.minY;\n+ int xFrom = (int)Math.Clamp( MathF.Floor( ( x - FIELD_SCALE ) * distanceHash.RadiusInverse ), 0, distanceHash.maxX );\n+ int xTo = (int)Math.Clamp( MathF.Floor( ( x + FIELD_SCALE ) * distanceHash.RadiusInverse ), 0, distanceHash.maxX );\n+ int yFrom = (int)Math.Clamp( MathF.Floor( ( y - FIELD_SCALE ) * distanceHash.RadiusInverse ), 0, distanceHash.maxY );\n+ int yTo = (int)Math.Clamp( MathF.Floor( ( y + FIELD_SCALE ) * distanceHash.RadiusInverse ), 0, distanceHash.maxY );\n+\n+ // inlining distanceHash method\n+ for ( int i = xFrom; i <= xTo; i++ ) {\n+ for ( int j = yFrom; j <= yTo; j++ ) {\n+ var list = hash[ i, j ];\n+ // merging ParticleField<T>.FieldAt\n+ for ( int k = 0; k < list.Count; k++ ) {\n+ var particle = list[ k ];\n+ // merging kernels\n+ // using Vector2 ref methods, we dont copy vector2s each time\n+ Vector2.Subtract( ref ownPosition, ref particle.Position, out temp );\n+ Vector2.Multiply( ref temp, scaleInv, out temp );\n+\n+ var r2 = temp.LengthSquared;\n+ if ( r2 >= h2 )\n+ continue;\n+\n+ var rInv = MathHelper.InverseSqrtFast( r2 );\n+ var r = 1f / rInv;\n+ if ( r <= 0 )\n+ continue;\n+\n+ var volume = particle.Volume;\n+ var hmr = h - r;\n+ var h2mr2 = hmr * ( h + r ); // (a-b)(a+b) = a^2 - b^2\n+\n+ Vector2.Multiply( ref temp, spikeGradientFactor * ( h2 * rInv - 2 * h + r ) * volume * ( particle.Density + ownDensity ), out temp );\n+ Vector2.Add( ref pressureGradient, ref temp, out pressureGradient );\n+ Vector2.Subtract( ref particle.Velocity, ref ownVelocity, out temp );\n+ Vector2.Multiply( ref temp, volume * kernelBellFactor * h2mr2 * h2mr2 * h2mr2, out temp );\n+ Vector2.Add( ref viscosity, ref temp, out viscosity );\n+ density += particle.Mass * kernelSpikeFactor * hmr * hmr * hmr;\n+ }\n+ }\n}\n- i = 0;\n+ Vector2.Add(ref pressureGradient, ref viscosity, out temp);\n+ Vector2.Divide(ref temp, density, out acceleration[n++]);\n+ }\n+\n+ n = 0;\nforeach ( var p in particles ) {\n- p.Velocity += acceleration[ i++ ] * delta;\n- p.Position += p.Velocity * delta;\n+ Vector2.Multiply(ref acceleration[n++], delta, out temp);\n+ Vector2.Add(ref p.Velocity, ref temp, out p.Velocity);\n+ Vector2.Multiply(ref p.Velocity, delta, out temp);\n+ p.Position += temp;\nif ( p.X < -360 ) {\np.X = -360;\n" } ]
C#
MIT License
taulazer/tau
inline furrther
664,859
31.03.2022 18:13:51
14,400
12620991d01b8cb5fa6927e74f70d76d4d551cb0
Add autopilot mod
[ { "change_type": "RENAME", "old_path": "osu.Game.Rulesets.Tau.Tests/Mods/TestSceneTauAutoplay.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/Mods/TestSceneAutoplay.cs", "diff": "namespace osu.Game.Rulesets.Tau.Tests.Mods\n{\n- public class TestSceneTauAutoplay : TestSceneOsuPlayer\n+ public class TestSceneAutoplay : TestSceneOsuPlayer\n{\nprotected override TestPlayer CreatePlayer(Ruleset ruleset)\n{\n" }, { "change_type": "RENAME", "old_path": "osu.Game.Rulesets.Tau.Tests/Mods/TestSceneTauFlashlight.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/Mods/TestSceneFlashlight.cs", "diff": "namespace osu.Game.Rulesets.Tau.Tests.Mods\n{\n- public class TestSceneTauFlashlight : TestSceneOsuPlayer\n+ public class TestSceneFlashlight : TestSceneOsuPlayer\n{\nprotected override TestPlayer CreatePlayer(Ruleset ruleset)\n{\n" }, { "change_type": "RENAME", "old_path": "osu.Game.Rulesets.Tau.Tests/Mods/TestSceneTauRelax.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/Mods/TestSceneRelax.cs", "diff": "namespace osu.Game.Rulesets.Tau.Tests.Mods\n{\n- public class TestSceneTauRelax : TestSceneOsuPlayer\n+ public class TestSceneRelax : TestSceneOsuPlayer\n{\nprotected override TestPlayer CreatePlayer(Ruleset ruleset)\n{\n" } ]
C#
MIT License
taulazer/tau
Add autopilot mod
664,859
31.03.2022 19:30:37
14,400
5ac97b2a693113e3112e21b50e513a5b6bd62cf9
Make `TestSceneAutoplay` use `ModTestScene` instead. This also introduces `IHasAngle` and the likes to make sure that beatmap conversion is possible for Tau maps.
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "diff": "@@ -14,7 +14,8 @@ namespace osu.Game.Rulesets.Tau.Beatmaps\n{\npublic class TauBeatmapConverter : BeatmapConverter<TauHitObject>\n{\n- public override bool CanConvert() => Beatmap.HitObjects.All(h => h is IHasPosition or IHasXPosition or IHasYPosition);\n+ // TODO: Create a more robust system.\n+ public override bool CanConvert() => Beatmap.HitObjects.All(h => h is IHasPosition or IHasXPosition or IHasYPosition or IHasAngle);\npublic TauBeatmapConverter(Ruleset ruleset, IBeatmap beatmap)\n: base(beatmap, ruleset)\n@@ -39,6 +40,7 @@ private static TauHitObject convertToBeat(HitObject original)\nIHasPosition pos => pos.Position.GetHitObjectAngle(),\nIHasXPosition xPos => xPos.X.Remap(0, 512, 0, 360),\nIHasYPosition yPos => yPos.Y.Remap(0, 384, 0, 360),\n+ IHasAngle ang => ang.Angle,\n_ => 0\n};\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Beat.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Beat.cs", "diff": "namespace osu.Game.Rulesets.Tau.Objects\n{\n- public class Beat : TauHitObject\n+ public class Beat : TauHitObject, IHasAngle\n{\npublic BindableFloat AngleBindable = new();\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "diff": "namespace osu.Game.Rulesets.Tau.Objects\n{\n- public class Slider : TauHitObject, IHasRepeats\n+ public class Slider : TauHitObject, IHasRepeats, IHasAngle\n{\npublic double Duration\n{\n@@ -29,6 +29,12 @@ public double Duration\npublic BindableList<SliderNode> Nodes { get; set; }\n+ public float Angle\n+ {\n+ get => Nodes[0].Angle;\n+ set => throw new InvalidOperationException(\"Cannot set a slider's angle\");\n+ }\n+\nprivate SliderPath path;\n[JsonIgnore]\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -54,6 +54,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\nModType.Automation => new Mod[]\n{\nnew TauModAutoplay(),\n+ new TauModAutopilot(),\nnew TauModRelax()\n},\nModType.Conversion => new Mod[]\n" } ]
C#
MIT License
taulazer/tau
Make `TestSceneAutoplay` use `ModTestScene` instead. This also introduces `IHasAngle` and the likes to make sure that beatmap conversion is possible for Tau maps.
664,859
31.03.2022 19:31:19
14,400
a1eb43dab870c0895e7bd6ea76d0eb2bc4025baf
Adjust position of Autopilot
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -54,8 +54,8 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\nModType.Automation => new Mod[]\n{\nnew TauModAutoplay(),\n- new TauModAutopilot(),\n- new TauModRelax()\n+ new TauModRelax(),\n+ new TauModAutopilot()\n},\nModType.Conversion => new Mod[]\n{\n" } ]
C#
MIT License
taulazer/tau
Adjust position of Autopilot
664,866
01.04.2022 18:50:34
-7,200
ba3b6db3924609090d192a71847ef64c083a9d1e
make ParticleField methods return Scalar/VectorFn rather than evaluate at a given point
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TestSceneParticleSim.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TestSceneParticleSim.cs", "diff": "@@ -95,7 +95,12 @@ public class TestSceneParticleSim : OsuTestScene\n// viscosity\n// velocity\n#if DRAW_PARTICLES\n- //createScalarField( 15, 15, 24, x => x.Velocity, Field.KernelBell(), fn => Field.Curl(fn) );\n+ //createScalarField( 15, 15, 24, Field.Curl( ParticleField<ParticleData>.Smoothed(\n+ // (Vector2 pos, out Span<ParticleData> arr) => distanceHash.GetClose(pos, FIELD_SCALE, out arr),\n+ // x => x.Velocity,\n+ // Field.KernelBell(),\n+ // FIELD_SCALE\n+ //) ), -1, 1 );\ncreateVectorField( 15, 15, 24, x => x.Velocity, Field.KernelBell() );\n#endif\n// laplacian\n@@ -208,11 +213,8 @@ public class TestSceneParticleSim : OsuTestScene\nreturn min;\n}\n- Drawable createScalarField ( int w, int h, float res, Func<ParticleData, float> selector, Field.ScalarFn kernel, float? from = null, float? to = null ) {\n- return createField( w, h, res, pos => {\n- using ( distanceHash.GetClose( pos, FIELD_SCALE, particles.Count, out var arr ) )\n- return ParticleField<ParticleData>.FieldAt( pos, arr, selector, kernel, FIELD_SCALE );\n- }, data => {\n+ Drawable createScalarField ( int w, int h, float res, Field.ScalarFn fn, float? from = null, float? to = null ) {\n+ return createField( w, h, res, p => fn(p), data => {\nreturn (from is null ? min( data ) : from.Value, to is null ? max( data ) : to.Value);\n}, pos => new Box {\nOrigin = Anchor.Centre,\n@@ -223,28 +225,19 @@ public class TestSceneParticleSim : OsuTestScene\nd.Colour = Interpolation.ValueAt( v, Colour4.Blue, Colour4.Red, range.Item1, range.Item2 );\n} );\n}\n-\n- Drawable createScalarField ( int w, int h, float res, Func<ParticleData, Vector2> selector, Field.ScalarFn kernel, Func<Field.VectorFn, Field.ScalarFn> transformer, float? from = null, float? to = null ) {\n- return createField( w, h, res, pos => {\n- using ( distanceHash.GetClose( pos, FIELD_SCALE, particles.Count, out var arr ) )\n- return ParticleField<ParticleData>.FieldAt( pos, arr, selector, kernel, transformer, FIELD_SCALE );\n- }, data => {\n- return (from is null ? min( data ) : from.Value, to is null ? max( data ) : to.Value);\n- }, pos => new Box {\n- Origin = Anchor.Centre,\n- Anchor = Anchor.Centre,\n- Position = pos,\n- Size = new( res )\n- }, ( v, d, range ) => {\n- d.Colour = Interpolation.ValueAt( v, Colour4.Blue, Colour4.Red, range.Item1, range.Item2 );\n- } );\n+ Drawable createScalarField ( int w, int h, float res, Func<ParticleData, float> selector, Field.ScalarFn kernel, float? from = null, float? to = null ) {\n+ return createScalarField( w, h, res, ParticleField<ParticleData>.Smoothed(\n+ (Vector2 pos, out Span<ParticleData> arr) => distanceHash.GetClose(pos, FIELD_SCALE, out arr),\n+ selector,\n+ kernel,\n+ FIELD_SCALE\n+ ),\n+ from, to\n+ );\n}\n- Drawable createVectorField ( int w, int h, float res, Func<ParticleData, float> selector, Field.VectorFn gradient ) {\n- return createField( w, h, res, pos => {\n- using ( distanceHash.GetClose( pos, FIELD_SCALE, particles.Count, out var arr ) )\n- return ParticleField<ParticleData>.FieldAt( pos, arr, selector, gradient, FIELD_SCALE );\n- }, data => {\n+ Drawable createVectorField ( int w, int h, float res, Field.VectorFn fn ) {\n+ return createField( w, h, res, p => fn(p), data => {\nreturn (min(data, x => x.Length), max(data, x => x.Length));\n}, pos => new Box {\nOrigin = Anchor.CentreLeft,\n@@ -256,22 +249,14 @@ public class TestSceneParticleSim : OsuTestScene\nd.Colour = Interpolation.ValueAt( v.Length, Colour4.Blue, Colour4.Green, range.Item1, range.Item2 );\n} );\n}\n-\nDrawable createVectorField ( int w, int h, float res, Func<ParticleData, Vector2> selector, Field.ScalarFn kernel ) {\n- return createField( w, h, res, pos => {\n- using ( distanceHash.GetClose( pos, FIELD_SCALE, particles.Count, out var arr ) )\n- return ParticleField<ParticleData>.FieldAt( pos, arr, selector, kernel, FIELD_SCALE );\n- }, data => {\n- return (min( data, x => x.Length ), max( data, x => x.Length ));\n- }, pos => new Box {\n- Origin = Anchor.CentreLeft,\n- Anchor = Anchor.Centre,\n- Position = pos\n- }, ( v, d, range ) => {\n- d.Size = range.Item1 == range.Item2 ? Vector2.Zero : new( res * ( v.Length - range.Item1 ) / ( range.Item2 - range.Item1 ) / 2, res / 8 );\n- d.Rotation = MathF.Atan2( v.Y, v.X ) / MathF.PI * 180;\n- d.Colour = Interpolation.ValueAt( v.Length, Colour4.Blue, Colour4.Green, range.Item1, range.Item2 );\n- } );\n+ return createVectorField( w, h, res, ParticleField<ParticleData>.Smoothed(\n+ ( Vector2 pos, out Span<ParticleData> arr ) => distanceHash.GetClose( pos, FIELD_SCALE, out arr ),\n+ selector,\n+ kernel,\n+ FIELD_SCALE\n+ )\n+ );\n}\nVector2 lastMousePos = Vector2.Zero;\n@@ -318,65 +303,65 @@ public class TestSceneParticleSim : OsuTestScene\nlastMousePos = mousePos;\n}\n- Vector2 pressureGradientField ( Particle i, Span<Particle> neighborhood ) {\n- return ParticleField<Particle>.FieldAt(\n- i.Position, neighborhood,\n- j => j.Mass * ( j.Density + i.Density ) / (2 * j.Density),\n- spikeGradient,\n- FIELD_SCALE\n- );\n- }\n+ //Vector2 pressureGradientField ( Particle i, Span<Particle> neighborhood ) {\n+ // return ParticleField<Particle>.FieldAt(\n+ // i.Position, neighborhood,\n+ // j => j.Mass * ( j.Density + i.Density ) / (2 * j.Density),\n+ // spikeGradient,\n+ // FIELD_SCALE\n+ // );\n+ //}\n- float densityField ( Particle i, Span<Particle> neighborhood ) {\n- return ParticleField<Particle>.FieldAt(\n- i.Position, neighborhood,\n- j => j.Mass,\n- kernelSpike,\n- FIELD_SCALE\n- );\n- }\n+ //float densityField ( Particle i, Span<Particle> neighborhood ) {\n+ // return ParticleField<Particle>.FieldAt(\n+ // i.Position, neighborhood,\n+ // j => j.Mass,\n+ // kernelSpike,\n+ // FIELD_SCALE\n+ // );\n+ //}\n- Vector2 viscosityField ( Particle i, Span<Particle> neighborhood ) {\n- return ParticleField<Particle>.FieldAt(\n- i.Position, neighborhood,\n- j => j.Mass * ( j.Velocity - i.Velocity ) / j.Density,\n- kernelBell,\n- FIELD_SCALE\n- );\n- }\n+ //Vector2 viscosityField ( Particle i, Span<Particle> neighborhood ) {\n+ // return ParticleField<Particle>.FieldAt(\n+ // i.Position, neighborhood,\n+ // j => j.Mass * ( j.Velocity - i.Velocity ) / j.Density,\n+ // kernelBell,\n+ // FIELD_SCALE\n+ // );\n+ //}\n- Vector2 colorGradient ( Particle i, Span<Particle> neighborhood ) {\n- return ParticleField<Particle>.FieldAt(\n- i.Position, neighborhood,\n- j => j.Volume,\n- bellGradient,\n- FIELD_SCALE\n- );\n- }\n- float colorLaplacian ( Particle i, Span<Particle> neighborhood ) {\n- return ParticleField<Particle>.FieldAt(\n- i.Position, neighborhood,\n- j => j.Volume,\n- bellLaplacian,\n- FIELD_SCALE\n- );\n- }\n- Vector2 sufraceTensionForce ( Particle i, Span<Particle> neighborhood ) {\n- var n = colorGradient( i, neighborhood );\n- if ( n == Vector2.Zero )\n- return Vector2.Zero;\n+ //Vector2 colorGradient ( Particle i, Span<Particle> neighborhood ) {\n+ // return ParticleField<Particle>.FieldAt(\n+ // i.Position, neighborhood,\n+ // j => j.Volume,\n+ // bellGradient,\n+ // FIELD_SCALE\n+ // );\n+ //}\n+ //float colorLaplacian ( Particle i, Span<Particle> neighborhood ) {\n+ // return ParticleField<Particle>.FieldAt(\n+ // i.Position, neighborhood,\n+ // j => j.Volume,\n+ // bellLaplacian,\n+ // FIELD_SCALE\n+ // );\n+ //}\n+ //Vector2 sufraceTensionForce ( Particle i, Span<Particle> neighborhood ) {\n+ // var n = colorGradient( i, neighborhood );\n+ // if ( n == Vector2.Zero )\n+ // return Vector2.Zero;\n- return -colorLaplacian( i, neighborhood ) * n.Normalized();\n- }\n+ // return -colorLaplacian( i, neighborhood ) * n.Normalized();\n+ //}\n- Vector2 forceField ( Particle p, Span<Particle> neighborhood ) {\n- return -pressureGradientField( p, neighborhood ) + viscosityField( p, neighborhood ) /*+ sufraceTensionForce( p ) / 6*/;\n- }\n+ //Vector2 forceField ( Particle p, Span<Particle> neighborhood ) {\n+ // return -pressureGradientField( p, neighborhood ) + viscosityField( p, neighborhood ) /*+ sufraceTensionForce( p ) / 6*/;\n+ //}\n- Vector2 accelerationField ( Particle p, Span<Particle> neighborhood ) {\n- // acceleration is force / mass\n- return forceField( p, neighborhood ) / densityField( p, neighborhood );\n- }\n+ //Vector2 accelerationField ( Particle p, Span<Particle> neighborhood ) {\n+ // // acceleration is force / mass\n+ // return forceField( p, neighborhood ) / densityField( p, neighborhood );\n+ //}\nconst float h = 1; // this is a parameter. you can modify it\nconst float scaleInv = 1 / FIELD_SCALE;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Physics/Field.cs", "new_path": "osu.Game.Rulesets.Tau/Physics/Field.cs", "diff": "@@ -177,104 +177,118 @@ public static class Field {\n}\npublic static class ParticleField<T> where T : IHasPosition {\n- public static float FieldAt ( Vector2 position, IEnumerable<T> particles, Func<T, float> selector, Field.ScalarFn kernel, float scale = 1 ) {\n+ public delegate Span<T> ParticleSpanSelector ( Vector2 pos );\n+ public delegate IDisposable RentedParticleSpanSelector ( Vector2 pos, out Span<T> span );\n+\n+ public static Field.ScalarFn Smoothed ( Func<Vector2, IEnumerable<T>> particleSelector, Func<T, float> selector, Field.ScalarFn kernel, float scale = 1 ) {\nvar scaleInv = 1 / scale;\n- position *= scaleInv;\n+ return p => {\nfloat value = 0;\n- foreach ( var particle in particles ) {\n- value += selector( particle ) * kernel( position - particle.Position * scaleInv );\n+ foreach ( var particle in particleSelector( p ) ) {\n+ var pos = particle.Position;\n+ Vector2.Subtract( ref p, ref pos, out pos );\n+ Vector2.Multiply( ref pos, scaleInv, out pos );\n+ value += selector( particle ) * kernel( pos );\n}\nreturn value;\n+ };\n}\n- public static float FieldAt ( Vector2 position, Span<T> particles, Func<T, float> selector, Field.ScalarFn kernel, float scale = 1 ) {\n+ public static Field.ScalarFn Smoothed ( ParticleSpanSelector particleSelector, Func<T, float> selector, Field.ScalarFn kernel, float scale = 1 ) {\nvar scaleInv = 1 / scale;\n- position *= scaleInv;\n+ return p => {\nfloat value = 0;\n+ var particles = particleSelector( p );\nfor ( int i = 0; i < particles.Length; i++ ) {\nvar particle = particles[ i ];\n- value += selector( particle ) * kernel( position - particle.Position * scaleInv );\n- }\n-\n- return value;\n- }\n-\n- public static Vector2 FieldAt ( Vector2 position, IEnumerable<T> particles, Func<T, Vector2> selector, Field.ScalarFn kernel, float scale = 1 ) {\n- var scaleInv = 1 / scale;\n- position *= scaleInv;\n-\n- Vector2 value = Vector2.Zero;\n- foreach ( var particle in particles ) {\n- value += selector( particle ) * kernel( position - particle.Position * scaleInv );\n+ var pos = particle.Position;\n+ Vector2.Subtract( ref p, ref pos, out pos );\n+ Vector2.Multiply( ref pos, scaleInv, out pos );\n+ value += selector( particle ) * kernel( pos );\n}\nreturn value;\n+ };\n}\n- public static Vector2 FieldAt ( Vector2 position, Span<T> particles, Func<T, Vector2> selector, Field.ScalarFn kernel, float scale = 1 ) {\n+ public static Field.ScalarFn Smoothed ( RentedParticleSpanSelector particleSelector, Func<T, float> selector, Field.ScalarFn kernel, float scale = 1 ) {\nvar scaleInv = 1 / scale;\n- position *= scaleInv;\n- Vector2 value = Vector2.Zero;\n+ return p => {\n+ float value = 0;\n+ using ( particleSelector( p, out var particles ) ) {\nfor ( int i = 0; i < particles.Length; i++ ) {\nvar particle = particles[ i ];\n- value += selector( particle ) * kernel( position - particle.Position * scaleInv );\n+ var pos = particle.Position;\n+ Vector2.Subtract( ref p, ref pos, out pos );\n+ Vector2.Multiply( ref pos, scaleInv, out pos );\n+ value += selector( particle ) * kernel( pos );\n+ }\n}\nreturn value;\n+ };\n}\n- public static float FieldAt ( Vector2 position, IEnumerable<T> particles, Func<T, Vector2> selector, Field.ScalarFn kernel, Func<Field.VectorFn, Field.ScalarFn> transformer, float scale = 1 ) {\n+ public static Field.VectorFn Smoothed ( Func<Vector2, IEnumerable<T>> particleSelector, Func<T, Vector2> selector, Field.ScalarFn kernel, float scale = 1 ) {\nvar scaleInv = 1 / scale;\n- position *= scaleInv;\n-\n- float value = 0;\n- foreach ( var particle in particles ) {\n- var pos = position - particle.Position * scaleInv;\n- value += transformer( p => selector( particle ) * kernel( p ) )( pos );\n+ return p => {\n+ Vector2 value = Vector2.Zero;\n+ foreach ( var particle in particleSelector( p ) ) {\n+ var pos = particle.Position;\n+ Vector2.Subtract( ref p, ref pos, out pos );\n+ Vector2.Multiply( ref pos, scaleInv, out pos );\n+ var scale = kernel( pos );\n+ pos = selector( particle );\n+ Vector2.Multiply( ref pos, scale, out pos );\n+ Vector2.Add( ref value, ref pos, out value );\n}\nreturn value;\n+ };\n}\n- public static float FieldAt ( Vector2 position, Span<T> particles, Func<T, Vector2> selector, Field.ScalarFn kernel, Func<Field.VectorFn, Field.ScalarFn> transformer, float scale = 1 ) {\n+ public static Field.VectorFn Smoothed ( ParticleSpanSelector particleSelector, Func<T, Vector2> selector, Field.ScalarFn kernel, float scale = 1 ) {\nvar scaleInv = 1 / scale;\n- position *= scaleInv;\n- float value = 0;\n+ return p => {\n+ Vector2 value = Vector2.Zero;\n+ var particles = particleSelector( p );\nfor ( int i = 0; i < particles.Length; i++ ) {\nvar particle = particles[ i ];\n- var pos = position - particle.Position * scaleInv;\n-\n- value += transformer( p => selector( particle ) * kernel( p ) )( pos );\n- }\n-\n- return value;\n- }\n-\n- public static Vector2 FieldAt ( Vector2 position, IEnumerable<T> particles, Func<T, float> selector, Field.VectorFn kernel, float scale = 1 ) {\n- var scaleInv = 1 / scale;\n- position *= scaleInv;\n-\n- Vector2 value = Vector2.Zero;\n- foreach ( var particle in particles ) {\n- value += selector( particle ) * kernel( position - particle.Position * scaleInv );\n+ var pos = particle.Position;\n+ Vector2.Subtract( ref p, ref pos, out pos );\n+ Vector2.Multiply( ref pos, scaleInv, out pos );\n+ var scale = kernel( pos );\n+ pos = selector( particle );\n+ Vector2.Multiply( ref pos, scale, out pos );\n+ Vector2.Add( ref value, ref pos, out value );\n}\nreturn value;\n+ };\n}\n- public static Vector2 FieldAt ( Vector2 position, Span<T> particles, Func<T, float> selector, Field.VectorFn kernel, float scale = 1 ) {\n+ public static Field.VectorFn Smoothed ( RentedParticleSpanSelector particleSelector, Func<T, Vector2> selector, Field.ScalarFn kernel, float scale = 1 ) {\nvar scaleInv = 1 / scale;\n- position *= scaleInv;\n+ return p => {\nVector2 value = Vector2.Zero;\n+ using ( particleSelector( p, out var particles ) ) {\nfor ( int i = 0; i < particles.Length; i++ ) {\nvar particle = particles[ i ];\n- value += selector( particle ) * kernel( position - particle.Position * scaleInv );\n+ var pos = particle.Position;\n+ Vector2.Subtract( ref p, ref pos, out pos );\n+ Vector2.Multiply( ref pos, scaleInv, out pos );\n+ var scale = kernel( pos );\n+ pos = selector( particle );\n+ Vector2.Multiply( ref pos, scale, out pos );\n+ Vector2.Add( ref value, ref pos, out value );\n+ }\n}\nreturn value;\n+ };\n}\n}\n}\n" } ]
C#
MIT License
taulazer/tau
make ParticleField methods return Scalar/VectorFn rather than evaluate at a given point
664,859
03.04.2022 14:11:03
14,400
8041b5284fe5203818764cea4e2fb55221ac9d7b
Add Cinema mod
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -53,7 +53,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\n},\nModType.Automation => new Mod[]\n{\n- new TauModAutoplay(),\n+ new MultiMod(new TauModAutoplay(), new TauModCinema()),\nnew TauModRelax(),\nnew TauModAutopilot()\n},\n" }, { "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=\"2022.325.0\" />\n+ <PackageReference Include=\"ppy.osu.Game\" Version=\"2022.327.0\" />\n</ItemGroup>\n<ItemGroup>\n<Compile Update=\"Objects\\Drawables\\DrawableSlider.Calculations.cs\">\n" } ]
C#
MIT License
taulazer/tau
Add Cinema mod
664,859
03.04.2022 14:14:20
14,400
ee53697a3217c9798bcef58d385a9055a025d606
Add Half Time mod
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -45,7 +45,8 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\n{\nModType.DifficultyReduction => new Mod[]\n{\n- new TauModNoFail()\n+ new TauModNoFail(),\n+ new TauModHalfTime()\n},\nModType.DifficultyIncrease => new Mod[]\n{\n" } ]
C#
MIT License
taulazer/tau
Add Half Time mod
664,859
03.04.2022 14:15:46
14,400
66afadfc01da8ed43bcbb053ceaf56b269dc5a4b
Add Daycore mod
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -46,7 +46,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\nModType.DifficultyReduction => new Mod[]\n{\nnew TauModNoFail(),\n- new TauModHalfTime()\n+ new MultiMod(new TauModHalfTime(), new TauModDaycore())\n},\nModType.DifficultyIncrease => new Mod[]\n{\n" } ]
C#
MIT License
taulazer/tau
Add Daycore mod
664,859
03.04.2022 14:18:20
14,400
74342409319b7a89e992599dc7798a3f0e66e7e2
Add Easy mod
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -45,6 +45,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\n{\nModType.DifficultyReduction => new Mod[]\n{\n+ new TauModEasy(),\nnew TauModNoFail(),\nnew MultiMod(new TauModHalfTime(), new TauModDaycore())\n},\n" } ]
C#
MIT License
taulazer/tau
Add Easy mod
664,859
03.04.2022 14:50:38
14,400
0db218c9d897ab570e065027ac2f086c67e3cd0b
Add Hard Rock mod
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "diff": "namespace osu.Game.Rulesets.Tau.Objects\n{\n- public class Slider : TauHitObject, IHasRepeats, IHasAngle\n+ public class Slider : TauHitObject, IHasRepeats\n{\npublic double Duration\n{\n@@ -29,12 +29,6 @@ public double Duration\npublic BindableList<SliderNode> Nodes { get; set; }\n- public float Angle\n- {\n- get => Nodes[0].Angle;\n- set => throw new InvalidOperationException(\"Cannot set a slider's angle\");\n- }\n-\nprivate SliderPath path;\n[JsonIgnore]\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -51,6 +51,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\n},\nModType.DifficultyIncrease => new Mod[]\n{\n+ new TauModHardRock(),\nnew TauModFlashlight()\n},\nModType.Automation => new Mod[]\n" } ]
C#
MIT License
taulazer/tau
Add Hard Rock mod
664,859
03.04.2022 14:52:30
14,400
fef100ebbbe658ea1b3688a0a498a553ba339fe9
Add Sudden Death mod
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -52,6 +52,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\nModType.DifficultyIncrease => new Mod[]\n{\nnew TauModHardRock(),\n+ new TauModSuddenDeath(),\nnew TauModFlashlight()\n},\nModType.Automation => new Mod[]\n" } ]
C#
MIT License
taulazer/tau
Add Sudden Death mod
664,859
03.04.2022 14:54:09
14,400
fd6e84a519a502059d397403104029e833894831
Add Perfect mod
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -52,7 +52,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\nModType.DifficultyIncrease => new Mod[]\n{\nnew TauModHardRock(),\n- new TauModSuddenDeath(),\n+ new MultiMod(new TauModSuddenDeath(), new TauModPerfect()),\nnew TauModFlashlight()\n},\nModType.Automation => new Mod[]\n" } ]
C#
MIT License
taulazer/tau
Add Perfect mod
664,859
04.04.2022 06:07:51
14,400
1b232d7c408000717e9a5a555b43f2256c526c28
Add Double Time mod
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -53,6 +53,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\n{\nnew TauModHardRock(),\nnew MultiMod(new TauModSuddenDeath(), new TauModPerfect()),\n+ new TauModDoubleTime(),\nnew TauModFlashlight()\n},\nModType.Automation => new Mod[]\n" } ]
C#
MIT License
taulazer/tau
Add Double Time mod
664,859
04.04.2022 06:09:14
14,400
1aa5736ff41b42490c27f7a649a9e5ed4a9cb2e3
Add Nightcore mod
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -53,7 +53,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\n{\nnew TauModHardRock(),\nnew MultiMod(new TauModSuddenDeath(), new TauModPerfect()),\n- new TauModDoubleTime(),\n+ new MultiMod(new TauModDoubleTime(), new TauModNightcore()),\nnew TauModFlashlight()\n},\nModType.Automation => new Mod[]\n" } ]
C#
MIT License
taulazer/tau
Add Nightcore mod
664,859
04.04.2022 06:10:27
14,400
42db8866bcfd1f66e814e8cdafc618e8df9e9506
Add readily available mods
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -67,6 +67,8 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\n},\nModType.Fun => new Mod[]\n{\n+ new MultiMod(new ModWindUp(), new ModWindDown()),\n+ new ModAdaptiveSpeed()\n},\n_ => Enumerable.Empty<Mod>()\n};\n" } ]
C#
MIT License
taulazer/tau
Add readily available mods
664,859
04.04.2022 06:17:13
14,400
fd21fff5d74ea7fd04201138112be842cd296d03
Add mod combo restrictions
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModAutopilot.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModAutopilot.cs", "diff": "@@ -19,6 +19,7 @@ public class TauModAutopilot : Mod, IApplicableFailOverride, IUpdatableByPlayfie\npublic override ModType Type => ModType.Automation;\npublic override string Description => @\"Automatic paddle movement - just follow the rhythm.\";\npublic override double ScoreMultiplier => 1;\n+ public override Type[] IncompatibleMods => new[] { typeof(ModRelax), typeof(ModFailCondition), typeof(ModNoFail), typeof(ModAutoplay) };\npublic bool PerformFail() => false;\n" } ]
C#
MIT License
taulazer/tau
Add mod combo restrictions
664,859
04.04.2022 06:20:28
14,400
9006ee0ad8e1cf3a88ab961eff60d84356fe45b8
Add Difficulty Adjust mod
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -64,6 +64,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\n},\nModType.Conversion => new Mod[]\n{\n+ new TauModDifficultyAdjust()\n},\nModType.Fun => new Mod[]\n{\n" } ]
C#
MIT License
taulazer/tau
Add Difficulty Adjust mod
664,859
04.04.2022 06:37:03
14,400
adc64431f3ee9223d3b9e20df809d68c143411f1
Add Lite mod
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "diff": "@@ -15,7 +15,11 @@ namespace osu.Game.Rulesets.Tau.Beatmaps\npublic class TauBeatmapConverter : BeatmapConverter<TauHitObject>\n{\n// TODO: Create a more robust system.\n- public override bool CanConvert() => Beatmap.HitObjects.All(h => h is IHasPosition or IHasXPosition or IHasYPosition or IHasAngle);\n+ public override bool CanConvert() => true;\n+\n+ public bool CanConvertToHardBeats { get; set; } = true;\n+ public bool CanConvertToSliders { get; set; } = true;\n+ public int SliderDivisor { get; set; } = 4;\npublic TauBeatmapConverter(Ruleset ruleset, IBeatmap beatmap)\n: base(beatmap, ruleset)\n@@ -29,11 +33,11 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\nreturn original switch\n{\nIHasPathWithRepeats path => convertToSlider(original, path, isHard, beatmap.Difficulty).Yield(),\n- _ => isHard ? convertToHardBeat(original).Yield() : convertToBeat(original).Yield()\n+ _ => isHard && CanConvertToHardBeats ? convertToHardBeat(original).Yield() : convertToBeat(original).Yield()\n};\n}\n- private static TauHitObject convertToBeat(HitObject original)\n+ private TauHitObject convertToBeat(HitObject original)\n{\nfloat angle = original switch\n{\n@@ -52,19 +56,22 @@ private static TauHitObject convertToBeat(HitObject original)\n};\n}\n- private static TauHitObject convertToHardBeat(HitObject original) =>\n+ private TauHitObject convertToHardBeat(HitObject original) =>\nnew HardBeat\n{\nSamples = original.Samples,\nStartTime = original.StartTime,\n};\n- private static TauHitObject convertToSlider(HitObject original, IHasPathWithRepeats data, bool isHard, IBeatmapDifficultyInfo info)\n+ private TauHitObject convertToSlider(HitObject original, IHasPathWithRepeats data, bool isHard, IBeatmapDifficultyInfo info)\n{\nTauHitObject convertBeat()\n- => isHard ? convertToHardBeat(original) : convertToBeat(original);\n+ => CanConvertToHardBeats && isHard ? convertToHardBeat(original) : convertToBeat(original);\n+\n+ if (!CanConvertToSliders)\n+ return convertBeat();\n- if (data.Duration < IBeatmapDifficultyInfo.DifficultyRange(info.ApproachRate, 1800, 1200, 450) / 4)\n+ if (data.Duration < IBeatmapDifficultyInfo.DifficultyRange(info.ApproachRate, 1800, 1200, 450) / SliderDivisor)\nreturn convertBeat();\nvar nodes = new List<Slider.SliderNode>();\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -64,7 +64,8 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\n},\nModType.Conversion => new Mod[]\n{\n- new TauModDifficultyAdjust()\n+ new TauModDifficultyAdjust(),\n+ new TauModLite()\n},\nModType.Fun => new Mod[]\n{\n" } ]
C#
MIT License
taulazer/tau
Add Lite mod
664,859
04.04.2022 06:51:51
14,400
d5720d72feed5a104e19ea482c96421326fea5c3
Fix failing tests when not connected to the Test Browser.
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneSlider.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneSlider.cs", "diff": "using NUnit.Framework;\nusing osu.Framework.Bindables;\nusing osu.Framework.Graphics;\n-using osu.Framework.Testing;\nusing osu.Game.Beatmaps;\nusing osu.Game.Beatmaps.ControlPoints;\nusing osu.Game.Rulesets.Scoring;\nusing osu.Game.Rulesets.Tau.Objects;\nusing osu.Game.Rulesets.Tau.Objects.Drawables;\n+using osu.Game.Tests.Visual;\nnamespace osu.Game.Rulesets.Tau.Tests.Objects\n{\n[TestFixture]\n- public class TestSceneSlider : TestScene\n+ public class TestSceneSlider : OsuTestScene\n{\nprivate int depthIndex;\n" } ]
C#
MIT License
taulazer/tau
Fix failing tests when not connected to the Test Browser.
664,859
05.04.2022 06:49:08
14,400
ef6ff781a2dfc309506071314763ce06f1d13b50
Add Fade In/Out mod
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -54,6 +54,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\nnew TauModHardRock(),\nnew MultiMod(new TauModSuddenDeath(), new TauModPerfect()),\nnew MultiMod(new TauModDoubleTime(), new TauModNightcore()),\n+ new MultiMod(new TauModFadeOut(), new TauModFadeIn()),\nnew TauModFlashlight()\n},\nModType.Automation => new Mod[]\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -52,7 +52,11 @@ public TauPlayfield()\n{\nnew PlayfieldPiece(),\njudgementLayer = new JudgementContainer<DrawableTauJudgement> { RelativeSizeAxes = Axes.Both },\n- HitObjectContainer,\n+ new Container\n+ {\n+ RelativeSizeAxes = Axes.Both,\n+ Child = HitObjectContainer\n+ },\njudgementAboveHitObjectLayer = new Container { RelativeSizeAxes = Axes.Both },\n});\n" } ]
C#
MIT License
taulazer/tau
Add Fade In/Out mod
664,859
05.04.2022 16:49:55
14,400
7a623475c56eb562070eaee534d1037a852c27b7
Add tail / sliding samples for sliders
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "diff": "@@ -24,6 +24,23 @@ public double Duration\npublic double EndTime => StartTime + Duration;\n+ public override IList<HitSampleInfo> AuxiliarySamples => CreateSlidingSamples().Concat(TailSamples).ToArray();\n+\n+ public IList<HitSampleInfo> CreateSlidingSamples()\n+ {\n+ var slidingSamples = new List<HitSampleInfo>();\n+\n+ var normalSample = Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_NORMAL);\n+ if (normalSample != null)\n+ slidingSamples.Add(normalSample.With(\"sliderslide\"));\n+\n+ var whistleSample = Samples.FirstOrDefault(s => s.Name == HitSampleInfo.HIT_WHISTLE);\n+ if (whistleSample != null)\n+ slidingSamples.Add(whistleSample.With(\"sliderwhistle\"));\n+\n+ return slidingSamples;\n+ }\n+\n[JsonIgnore]\npublic SliderHeadBeat HeadBeat { get; protected set; }\n@@ -65,6 +82,9 @@ public SliderPath Path\n/// </summary>\npublic double TickDistanceMultiplier = 4;\n+ [JsonIgnore]\n+ public IList<HitSampleInfo> TailSamples { get; private set; }\n+\npublic const int BASE_SCORING_DISTANCE = 100;\nprotected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)\n@@ -113,11 +133,13 @@ protected override void CreateNestedHitObjects(CancellationToken cancellationTok\nprivate void updateNestedSamples()\n{\n+ foreach (var repeat in NestedHitObjects.OfType<SliderRepeat>())\n+ repeat.Samples = this.GetNodeSamples(repeat.RepeatIndex + 1);\n+\nif (HeadBeat != null)\nHeadBeat.Samples = this.GetNodeSamples(0);\n- foreach (var repeat in NestedHitObjects.OfType<SliderRepeat>())\n- repeat.Samples = this.GetNodeSamples(repeat.RepeatIndex + 1);\n+ TailSamples = this.GetNodeSamples(RepeatCount + 1);\n}\nprotected override HitWindows CreateHitWindows() => HitWindows.Empty;\n" } ]
C#
MIT License
taulazer/tau
Add tail / sliding samples for sliders
664,859
06.04.2022 21:04:13
14,400
f3762a530706a35b5a4ae2dc94304d5bf6a251ec
Implement playfield visualizer
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -27,6 +27,7 @@ public class TauPlayfield : Playfield\n{\nprivate readonly JudgementContainer<DrawableTauJudgement> judgementLayer;\nprivate readonly Container judgementAboveHitObjectLayer;\n+ private readonly EffectsContainer effectsContainer;\npublic static readonly Vector2 BaseSize = new(768);\npublic static readonly Bindable<Color4> AccentColour = new(Color4Extensions.FromHex(@\"FF0040\"));\n@@ -57,6 +58,7 @@ public TauPlayfield()\nRelativeSizeAxes = Axes.Both,\nChild = HitObjectContainer\n},\n+ effectsContainer = new EffectsContainer(),\njudgementAboveHitObjectLayer = new Container { RelativeSizeAxes = Axes.Both },\n});\n@@ -115,6 +117,7 @@ private void onJudgmentLoaded(DrawableTauJudgement judgement)\nprivate void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\n{\njudgementLayer.Add(poolDictionary[result.Type].Get(doj => doj.Apply(result, judgedObject)));\n+ effectsContainer.OnNewResult(judgedObject, result);\n}\nprivate class DrawableJudgementPool : DrawablePool<DrawableTauJudgement>\n" } ]
C#
MIT License
taulazer/tau
Implement playfield visualizer
664,859
07.04.2022 15:06:48
14,400
fe56e7e2fc5399f276cc6d61563fad532eaa1af0
Add option to hide visualizer
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Configuration/TauRulesetConfigManager.cs", "new_path": "osu.Game.Rulesets.Tau/Configuration/TauRulesetConfigManager.cs", "diff": "@@ -14,6 +14,7 @@ protected override void InitialiseDefaults()\n{\nbase.InitialiseDefaults();\n+ SetDefault(TauRulesetSettings.ShowVisualizer, true);\nSetDefault(TauRulesetSettings.PlayfieldDim, 0.7f, 0, 1, 0.01f);\nSetDefault(TauRulesetSettings.BeatSize, 16f, 10, 25, 1f);\n}\n@@ -21,7 +22,8 @@ protected override void InitialiseDefaults()\npublic enum TauRulesetSettings\n{\n+ ShowVisualizer,\nPlayfieldDim,\n- BeatSize\n+ BeatSize,\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauSettingsSubsection.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauSettingsSubsection.cs", "diff": "@@ -25,6 +25,11 @@ private void load()\nChildren = new Drawable[]\n{\n+ new SettingsCheckbox\n+ {\n+ LabelText = \"Show Visualizer\",\n+ Current = config.GetBindable<bool>(TauRulesetSettings.ShowVisualizer)\n+ },\nnew SettingsSlider<float>\n{\nLabelText = \"Playfield dim\",\n" } ]
C#
MIT License
taulazer/tau
Add option to hide visualizer
664,859
07.04.2022 17:03:51
14,400
1f8f1d91eb5408e940fc9e4c1433e92fc1eac7b6
Add Classic kiai effect.
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs", "diff": "using osu.Framework.Graphics.Textures;\nusing osu.Framework.Utils;\nusing osu.Game.Graphics;\n+using osu.Game.Rulesets.Judgements;\n+using osu.Game.Rulesets.Objects.Drawables;\n+using osu.Game.Rulesets.Tau.Objects;\nusing osuTK;\nusing osuTK.Graphics;\nnamespace osu.Game.Rulesets.Tau.UI.Effects\n{\n- public class PlayfieldVisualizer : Drawable, IHasAccentColour\n+ public class PlayfieldVisualizer : Drawable, IHasAccentColour, INeedsNewResult\n{\n/// <summary>\n/// The maximum length of each bar in the visualiser.\n@@ -72,7 +75,25 @@ private void load(ShaderManager shaders)\nshader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);\n}\n- public void UpdateAmplitudes(float angle)\n+ public void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)\n+ {\n+ switch (judgedObject.HitObject)\n+ {\n+ case IHasAngle angle:\n+ updateAmplitudes(angle.Angle);\n+ break;\n+\n+ case HardBeat _:\n+ for (int i = 0; i < 360; i += 90)\n+ {\n+ updateAmplitudes(i);\n+ }\n+\n+ break;\n+ }\n+ }\n+\n+ private void updateAmplitudes(float angle)\n{\nvar barIndex = Math.Clamp((int)angle.Remap(0, 360, 0, bars_per_visualiser), 0, bars_per_visualiser);\namplitudes[barIndex] += 0.5f;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/EffectsContainer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/EffectsContainer.cs", "diff": "using osu.Game.Rulesets.Judgements;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.Configuration;\n-using osu.Game.Rulesets.Tau.Objects;\nusing osu.Game.Rulesets.Tau.UI.Effects;\nnamespace osu.Game.Rulesets.Tau.UI\n{\n- public class EffectsContainer : Container\n+ public class EffectsContainer : CompositeDrawable\n{\nprivate readonly PlayfieldVisualizer visualizer;\n+ private readonly ClassicKiaiContainer classicKiaiContainer; // TODO: Replace this with a TauKiaiContainer which handles the logic of switching between different kiai effects.\n- private readonly Bindable<bool> showVisualizer = new();\n+ private readonly Bindable<bool> showVisualizer = new(true);\npublic EffectsContainer()\n{\n@@ -23,20 +23,22 @@ public EffectsContainer()\nOrigin = Anchor.Centre;\nRelativeSizeAxes = Axes.Both;\n- Children = new Drawable[]\n+ InternalChildren = new Drawable[]\n{\n- visualizer = new PlayfieldVisualizer { Alpha = 0 }\n+ visualizer = new PlayfieldVisualizer { Alpha = 0 },\n+ classicKiaiContainer = new ClassicKiaiContainer()\n};\nshowVisualizer.BindValueChanged(v => { visualizer.FadeTo(v.NewValue ? 1 : 0, 250, Easing.OutQuint); });\n}\n- [BackgroundDependencyLoader]\n+ [BackgroundDependencyLoader(true)]\nprivate void load(TauRulesetConfigManager config)\n{\nvisualizer.AccentColour = TauPlayfield.AccentColour.Value.Opacity(0.25f);\n- config.BindWith(TauRulesetSettings.ShowVisualizer, showVisualizer);\n+ config?.BindWith(TauRulesetSettings.ShowVisualizer, showVisualizer);\n+ showVisualizer.TriggerChange();\n}\npublic void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)\n@@ -44,19 +46,12 @@ public void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)\nif (!result.IsHit || !judgedObject.HitObject.Kiai)\nreturn;\n- switch (judgedObject.HitObject)\n+ foreach (var child in InternalChildren)\n{\n- case IHasAngle angle:\n- visualizer.UpdateAmplitudes(angle.Angle);\n- break;\n-\n- case HardBeat _:\n- for (int i = 0; i < 360; i += 90)\n+ if (child is INeedsNewResult res)\n{\n- visualizer.UpdateAmplitudes(i);\n+ res.OnNewResult(judgedObject, result);\n}\n-\n- break;\n}\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Add Classic kiai effect.
664,859
07.04.2022 17:08:31
14,400
92a95e856b85e39afdfa978196da509afbf6bb1d
Allow `properties` in ClassicKiaiContainer to be nullable
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Effects/ClassicKiaiContainer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Effects/ClassicKiaiContainer.cs", "diff": "@@ -26,7 +26,7 @@ public ClassicKiaiContainer()\n[Resolved]\nprivate OsuColour colour { get; set; }\n- [Resolved]\n+ [Resolved(canBeNull: true)]\nprivate TauCachedProperties properties { get; set; }\npublic void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)\n@@ -49,7 +49,7 @@ private void onAngledHit(IHasAngle angle, JudgementResult result)\n{\nAmount = 10,\nAngle = angle.Angle,\n- Inversed = properties.InverseModEnabled.Value,\n+ Inversed = properties?.InverseModEnabled?.Value ?? false,\nColour = colour.ForHitResult(result.Type)\n}));\n@@ -63,7 +63,7 @@ private void onHardHit(JudgementResult result)\n{\nAmount = 64,\nIsCircular = true,\n- Inversed = properties.InverseModEnabled.Value,\n+ Inversed = properties?.InverseModEnabled?.Value ?? false,\nColour = colour.ForHitResult(result.Type)\n}));\n" } ]
C#
MIT License
taulazer/tau
Allow `properties` in ClassicKiaiContainer to be nullable
664,859
07.04.2022 18:31:01
14,400
416eb6ef116b6bde742cd634525c510d1a8b3ac2
Add settings to toggle off all effects / kiai effect
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Configuration/TauRulesetConfigManager.cs", "new_path": "osu.Game.Rulesets.Tau/Configuration/TauRulesetConfigManager.cs", "diff": "@@ -14,7 +14,9 @@ protected override void InitialiseDefaults()\n{\nbase.InitialiseDefaults();\n+ SetDefault(TauRulesetSettings.ShowEffects, true);\nSetDefault(TauRulesetSettings.ShowVisualizer, true);\n+ SetDefault(TauRulesetSettings.ShowKiai, true);\nSetDefault(TauRulesetSettings.PlayfieldDim, 0.7f, 0, 1, 0.01f);\nSetDefault(TauRulesetSettings.BeatSize, 16f, 10, 25, 1f);\n}\n@@ -22,7 +24,9 @@ protected override void InitialiseDefaults()\npublic enum TauRulesetSettings\n{\n+ ShowEffects,\nShowVisualizer,\n+ ShowKiai,\nPlayfieldDim,\nBeatSize,\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/EffectsContainer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/EffectsContainer.cs", "diff": "@@ -15,7 +15,8 @@ public class EffectsContainer : CompositeDrawable\nprivate readonly PlayfieldVisualizer visualizer;\nprivate readonly ClassicKiaiContainer classicKiaiContainer; // TODO: Replace this with a TauKiaiContainer which handles the logic of switching between different kiai effects.\n- private readonly Bindable<bool> showVisualizer = new(true);\n+ private readonly Bindable<bool> showEffects = new(true);\n+ private readonly Bindable<bool> showKiai = new(true);\npublic EffectsContainer()\n{\n@@ -25,11 +26,12 @@ public EffectsContainer()\nInternalChildren = new Drawable[]\n{\n- visualizer = new PlayfieldVisualizer { Alpha = 0 },\n+ visualizer = new PlayfieldVisualizer(),\nclassicKiaiContainer = new ClassicKiaiContainer()\n};\n- showVisualizer.BindValueChanged(v => { visualizer.FadeTo(v.NewValue ? 1 : 0, 250, Easing.OutQuint); });\n+ showEffects.BindValueChanged(v => { this.FadeTo(v.NewValue ? 1 : 0, 250, Easing.OutQuint); });\n+ showKiai.BindValueChanged(v => { classicKiaiContainer.FadeTo(v.NewValue ? 1 : 0, 250, Easing.OutQuint); });\n}\n[BackgroundDependencyLoader(true)]\n@@ -37,8 +39,10 @@ private void load(TauRulesetConfigManager config)\n{\nvisualizer.AccentColour = TauPlayfield.AccentColour.Value.Opacity(0.25f);\n- config?.BindWith(TauRulesetSettings.ShowVisualizer, showVisualizer);\n- showVisualizer.TriggerChange();\n+ config?.BindWith(TauRulesetSettings.ShowEffects, showEffects);\n+ config?.BindWith(TauRulesetSettings.ShowKiai, showKiai);\n+ showEffects.TriggerChange();\n+ showKiai.TriggerChange();\n}\npublic void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauSettingsSubsection.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauSettingsSubsection.cs", "diff": "@@ -15,6 +15,10 @@ public TauSettingsSubsection(Ruleset ruleset)\n{\n}\n+ private SettingsCheckbox showEffects;\n+ private SettingsCheckbox showVisualizer;\n+ private SettingsCheckbox showKiai;\n+\n[BackgroundDependencyLoader]\nprivate void load()\n{\n@@ -25,11 +29,21 @@ private void load()\nChildren = new Drawable[]\n{\n- new SettingsCheckbox\n+ showEffects = new SettingsCheckbox\n+ {\n+ LabelText = \"Show effects\",\n+ Current = config.GetBindable<bool>(TauRulesetSettings.ShowEffects)\n+ },\n+ showVisualizer = new SettingsCheckbox\n{\nLabelText = \"Show Visualizer\",\nCurrent = config.GetBindable<bool>(TauRulesetSettings.ShowVisualizer)\n},\n+ showKiai = new SettingsCheckbox\n+ {\n+ LabelText = \"Show Kiai effects\",\n+ Current = config.GetBindable<bool>(TauRulesetSettings.ShowKiai)\n+ },\nnew SettingsSlider<float>\n{\nLabelText = \"Playfield dim\",\n@@ -44,6 +58,12 @@ private void load()\nKeyboardStep = 1f\n},\n};\n+\n+ showEffects.Current.BindValueChanged(v =>\n+ {\n+ showVisualizer.Current.Disabled = !v.NewValue;\n+ showKiai.Current.Disabled = !v.NewValue;\n+ }, true);\n}\n}\n}\n" }, { "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=\"2022.327.0\" />\n+ <PackageReference Include=\"ppy.osu.Game\" Version=\"2022.405.0\" />\n</ItemGroup>\n<ItemGroup>\n<Compile Update=\"Objects\\Drawables\\DrawableSlider.Calculations.cs\">\n" } ]
C#
MIT License
taulazer/tau
Add settings to toggle off all effects / kiai effect
664,859
07.04.2022 18:33:22
14,400
8ff45a612ae303031dc223230e7c224a2bbd4098
Fix visualizer being invisible in certain skins
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs", "diff": "using osu.Framework.Graphics.Shaders;\nusing osu.Framework.Graphics.Textures;\nusing osu.Framework.Utils;\n-using osu.Game.Graphics;\nusing osu.Game.Rulesets.Judgements;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.Configuration;\nnamespace osu.Game.Rulesets.Tau.UI.Effects\n{\n- public class PlayfieldVisualizer : Drawable, IHasAccentColour, INeedsNewResult\n+ public class PlayfieldVisualizer : Drawable, INeedsNewResult\n{\n/// <summary>\n/// The maximum length of each bar in the visualiser.\n" } ]
C#
MIT License
taulazer/tau
Fix visualizer being invisible in certain skins
664,859
08.04.2022 16:44:05
14,400
471162a34295847fa0135d139a7ba56807d3aa97
Simplify ClassicKiaiContainer
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Effects/ClassicKiaiContainer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Effects/ClassicKiaiContainer.cs", "diff": "@@ -31,21 +31,19 @@ public ClassicKiaiContainer()\npublic void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)\n{\n- switch (judgedObject.HitObject)\n+ KiaiExplosionEmitter emitter = judgedObject.HitObject switch\n{\n- case IHasAngle angle:\n- onAngledHit(angle, result);\n- break;\n+ IHasAngle angle => getEmitterForAngle(angle, result),\n+ HardBeat => getEmitterForHardBeat(result),\n+ _ => new KiaiExplosionEmitter()\n+ };\n- case HardBeat:\n- onHardHit(result);\n- break;\n- }\n+ AddInternal(emitter);\n+ emitter.GoOff();\n}\n- private void onAngledHit(IHasAngle angle, JudgementResult result)\n- {\n- var emitter = Get(e => e.Apply(new KiaiExplosionSettings\n+ private KiaiExplosionEmitter getEmitterForAngle(IHasAngle angle, JudgementResult result)\n+ => Get(e => e.Apply(new KiaiExplosionSettings\n{\nAmount = 10,\nAngle = angle.Angle,\n@@ -53,23 +51,14 @@ private void onAngledHit(IHasAngle angle, JudgementResult result)\nColour = colour.ForHitResult(result.Type)\n}));\n- AddInternal(emitter);\n- emitter.GoOff();\n- }\n-\n- private void onHardHit(JudgementResult result)\n- {\n- var emitter = Get(e => e.Apply(new KiaiExplosionSettings\n+ private KiaiExplosionEmitter getEmitterForHardBeat(JudgementResult result)\n+ => Get(e => e.Apply(new KiaiExplosionSettings\n{\nAmount = 64,\nIsCircular = true,\nInversed = properties?.InverseModEnabled?.Value ?? false,\nColour = colour.ForHitResult(result.Type)\n}));\n-\n- AddInternal(emitter);\n- emitter.GoOff();\n- }\n}\npublic class KiaiExplosionEmitter : PoolableDrawable\n@@ -92,37 +81,28 @@ public void Apply(KiaiExplosionSettings settings)\nfor (var i = 0; i < settings.Amount; i++)\n{\n- if (this.settings.IsCircular)\n- createCircularParticle();\n- else\n- createAngularParticle();\n+ particles.Add(createProperties(this.settings.IsCircular\n+ ? createCircularParticle()\n+ : createAngularParticle()));\n}\n}\nprivate float distance => settings.Inversed ? 0.5f - Paddle.PADDLE_RADIUS : 0.5f;\n- private void createAngularParticle()\n- {\n- var drawable = new Triangle\n+ private Drawable createAngularParticle()\n+ => new Triangle\n{\nPosition = Extensions.GetCircularPosition(distance, settings.Angle)\n};\n- particles.Add(createProperties(drawable));\n- }\n-\n- private void createCircularParticle()\n- {\n- var drawable = new Triangle\n+ private Drawable createCircularParticle()\n+ => new Triangle\n{\nPosition = Extensions.GetCircularPosition(\n(RNG.NextSingle() * 0.15f) * 0.15f + distance,\nRNG.NextSingle() * 360f)\n};\n- particles.Add(createProperties(drawable));\n- }\n-\nprivate Drawable createProperties(Drawable drawable)\n=> drawable.With(d =>\n{\n" } ]
C#
MIT License
taulazer/tau
Simplify ClassicKiaiContainer
664,859
08.04.2022 17:51:56
14,400
12fa306860340812fc6614caa436190011e0bec2
Add Turbulence container
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TestSceneClassicKiai.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TestSceneClassicKiai.cs", "diff": "@@ -40,7 +40,7 @@ public void SetUp()\n[TestCase(false)]\n[TestCase(true)]\n- public void TestNormalBeats(bool isInversed)\n+ public void TestEffect(bool isInversed)\n{\nAddStep(\"Set inverse effect\", () =>\n{\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Effects/ClassicKiaiContainer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Effects/ClassicKiaiContainer.cs", "diff": "@@ -31,7 +31,7 @@ public ClassicKiaiContainer()\npublic void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)\n{\n- KiaiExplosionEmitter emitter = judgedObject.HitObject switch\n+ var emitter = judgedObject.HitObject switch\n{\nIHasAngle angle => getEmitterForAngle(angle, result),\nHardBeat => getEmitterForHardBeat(result),\n@@ -76,7 +76,6 @@ public KiaiExplosionEmitter()\npublic void Apply(KiaiExplosionSettings settings)\n{\nthis.settings = settings;\n-\nparticles.Clear();\nfor (var i = 0; i < settings.Amount; i++)\n" } ]
C#
MIT License
taulazer/tau
Add Turbulence container
664,859
08.04.2022 18:35:00
14,400
1605b7db125d7169fcf5b47ad94c15d6127835a2
Add KiaiEffectContainer
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Configuration/TauRulesetConfigManager.cs", "new_path": "osu.Game.Rulesets.Tau/Configuration/TauRulesetConfigManager.cs", "diff": "@@ -16,7 +16,7 @@ protected override void InitialiseDefaults()\nSetDefault(TauRulesetSettings.ShowEffects, true);\nSetDefault(TauRulesetSettings.ShowVisualizer, true);\n- SetDefault(TauRulesetSettings.ShowKiai, true);\n+ SetDefault(TauRulesetSettings.KiaiType, KiaiType.Turbulence);\nSetDefault(TauRulesetSettings.PlayfieldDim, 0.7f, 0, 1, 0.01f);\nSetDefault(TauRulesetSettings.BeatSize, 16f, 10, 25, 1f);\n}\n@@ -26,7 +26,7 @@ public enum TauRulesetSettings\n{\nShowEffects,\nShowVisualizer,\n- ShowKiai,\n+ KiaiType,\nPlayfieldDim,\nBeatSize,\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/EffectsContainer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/EffectsContainer.cs", "diff": "@@ -13,10 +13,8 @@ namespace osu.Game.Rulesets.Tau.UI\npublic class EffectsContainer : CompositeDrawable\n{\nprivate readonly PlayfieldVisualizer visualizer;\n- private readonly ClassicKiaiContainer classicKiaiContainer; // TODO: Replace this with a TauKiaiContainer which handles the logic of switching between different kiai effects.\nprivate readonly Bindable<bool> showEffects = new(true);\n- private readonly Bindable<bool> showKiai = new(true);\npublic EffectsContainer()\n{\n@@ -27,11 +25,10 @@ public EffectsContainer()\nInternalChildren = new Drawable[]\n{\nvisualizer = new PlayfieldVisualizer(),\n- classicKiaiContainer = new ClassicKiaiContainer()\n+ new KiaiEffectContainer()\n};\nshowEffects.BindValueChanged(v => { this.FadeTo(v.NewValue ? 1 : 0, 250, Easing.OutQuint); });\n- showKiai.BindValueChanged(v => { classicKiaiContainer.FadeTo(v.NewValue ? 1 : 0, 250, Easing.OutQuint); });\n}\n[BackgroundDependencyLoader(true)]\n@@ -40,9 +37,7 @@ private void load(TauRulesetConfigManager config)\nvisualizer.AccentColour = TauPlayfield.AccentColour.Value.Opacity(0.25f);\nconfig?.BindWith(TauRulesetSettings.ShowEffects, showEffects);\n- config?.BindWith(TauRulesetSettings.ShowKiai, showKiai);\nshowEffects.TriggerChange();\n- showKiai.TriggerChange();\n}\npublic void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauCursor.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauCursor.cs", "diff": "@@ -10,6 +10,8 @@ public class TauCursor : GameplayCursorContainer\n{\npublic readonly Paddle DrawablePaddle;\n+ public float AngleDistanceFromLastUpdate { get; private set; }\n+\nprotected override Drawable CreateCursor() => new AbsoluteCursor();\npublic TauCursor()\n@@ -34,7 +36,9 @@ protected override void LoadComplete()\nprotected override bool OnMouseMove(MouseMoveEvent e)\n{\n- DrawablePaddle.Rotation = ScreenSpaceDrawQuad.Centre.GetDegreesFromPosition(e.ScreenSpaceMousePosition);\n+ var rotation = ScreenSpaceDrawQuad.Centre.GetDegreesFromPosition(e.ScreenSpaceMousePosition);\n+ AngleDistanceFromLastUpdate = Extensions.GetDeltaAngle(DrawablePaddle.Rotation, rotation);\n+ DrawablePaddle.Rotation = rotation;\nActiveCursor.Position = ToLocalSpace(e.ScreenSpaceMousePosition);\nreturn false;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauSettingsSubsection.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauSettingsSubsection.cs", "diff": "@@ -17,7 +17,7 @@ public TauSettingsSubsection(Ruleset ruleset)\nprivate SettingsCheckbox showEffects;\nprivate SettingsCheckbox showVisualizer;\n- private SettingsCheckbox showKiai;\n+ private SettingsEnumDropdown<KiaiType> kiaiType;\n[BackgroundDependencyLoader]\nprivate void load()\n@@ -39,10 +39,10 @@ private void load()\nLabelText = \"Show Visualizer\",\nCurrent = config.GetBindable<bool>(TauRulesetSettings.ShowVisualizer)\n},\n- showKiai = new SettingsCheckbox\n+ kiaiType = new SettingsEnumDropdown<KiaiType>()\n{\nLabelText = \"Show Kiai effects\",\n- Current = config.GetBindable<bool>(TauRulesetSettings.ShowKiai)\n+ Current = config.GetBindable<KiaiType>(TauRulesetSettings.KiaiType)\n},\nnew SettingsSlider<float>\n{\n@@ -62,7 +62,7 @@ private void load()\nshowEffects.Current.BindValueChanged(v =>\n{\nshowVisualizer.Current.Disabled = !v.NewValue;\n- showKiai.Current.Disabled = !v.NewValue;\n+ kiaiType.Current.Disabled = !v.NewValue;\n}, true);\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Add KiaiEffectContainer
664,866
13.04.2022 17:34:58
-7,200
2c5e18a1777229f126651044f69c5871c6b2ed46
make slider paths faster generally copy paste o!f code and remove the slow bits
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneBeat.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneBeat.cs", "diff": "namespace osu.Game.Rulesets.Tau.Tests.Objects\n{\n[TestFixture]\n- public class TestSceneBeat : OsuTestScene\n+ public class TestSceneBeat : TauTestScene\n{\nprivate int depthIndex;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneHardBeat.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneHardBeat.cs", "diff": "namespace osu.Game.Rulesets.Tau.Tests.Objects\n{\n[TestFixture]\n- public class TestSceneHardBeat : OsuTestScene\n+ public class TestSceneHardBeat : TauTestScene\n{\nprivate int depthIndex;\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": "namespace osu.Game.Rulesets.Tau.Tests.Objects\n{\n[TestFixture]\n- public class TestSceneSlider : OsuTestScene\n+ public class TestSceneSlider : TauTestScene\n{\nprivate int depthIndex;\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.Game.Rulesets.Tau.UI;\nusing osu.Game.Skinning;\nusing osuTK;\n+using osuTK.Graphics;\nnamespace osu.Game.Rulesets.Tau.Objects.Drawables\n{\n@@ -33,7 +34,7 @@ public partial class DrawableSlider : DrawableTauHitObject<Slider>\npublic DrawableSliderHead SliderHead => headContainer.Child;\nprivate readonly SliderFollower follower;\n- private readonly Path path;\n+ private readonly SliderPath path;\nprivate readonly Container<DrawableSliderHead> headContainer;\nprivate readonly Container<DrawableSliderRepeat> repeatContainer;\nprivate readonly CircularContainer maskingContainer;\n@@ -68,7 +69,7 @@ public DrawableSlider(Slider obj)\nAlpha = 0,\nAlwaysPresent = true\n},\n- path = new SmoothPath\n+ path = new SliderPath\n{\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\n@@ -128,9 +129,10 @@ protected override void ClearNestedHitObjects()\nprivate void load(GameHost host)\n{\nhost.DrawThread.Scheduler.AddDelayed(() => drawCache.Invalidate(), 0, true);\n+ path.Texture = properties.SliderTexture ??= GenerateSmoothPathTexture( path.PathRadius, t => Color4.White );\n}\n- [Resolved(canBeNull: true)]\n+ [Resolved]\nprivate TauCachedProperties properties { get; set; }\nprivate double totalTimeHeld;\n@@ -141,7 +143,7 @@ protected override void OnApply()\ntotalTimeHeld = 0;\n- if (properties != null && properties.InverseModEnabled.Value)\n+ if (properties.InverseModEnabled.Value)\n{\ninversed = follower.Inversed = true;\nmaskingContainer.Masking = false;\n" } ]
C#
MIT License
taulazer/tau
make slider paths faster generally copy paste o!f code and remove the slow bits
664,859
13.04.2022 17:10:09
14,400
4037e9f960606c80c18082b65a1b60ff65f6fdb8
Add more buttons to Left and Right actions
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -127,6 +127,8 @@ protected override IEnumerable<HitResult> GetValidHitResults()\n{\nnew KeyBinding(InputKey.Z, TauAction.LeftButton),\nnew KeyBinding(InputKey.X, TauAction.RightButton),\n+ new KeyBinding(InputKey.MouseLeft, TauAction.LeftButton),\n+ new KeyBinding(InputKey.MouseRight, TauAction.RightButton),\nnew KeyBinding(InputKey.Space, TauAction.HardButton1),\nnew KeyBinding(InputKey.LShift, TauAction.HardButton2),\n};\n" }, { "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=\"2022.405.0\" />\n+ <PackageReference Include=\"ppy.osu.Game\" Version=\"2022.409.0\" />\n</ItemGroup>\n<ItemGroup>\n<Compile Update=\"Objects\\Drawables\\DrawableSlider.Calculations.cs\">\n" } ]
C#
MIT License
taulazer/tau
Add more buttons to Left and Right actions
664,859
13.04.2022 17:46:23
14,400
47f0d6d7cd5969470983bb87a1b889491b0c9868
Abstract into KiaiEffect
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TestSceneClassicKiai.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TestSceneClassicKiai.cs", "diff": "@@ -15,7 +15,7 @@ namespace osu.Game.Rulesets.Tau.Tests\n{\npublic class TestSceneClassicKiai : OsuTestScene\n{\n- private ClassicKiaiContainer kiaiContainer;\n+ private ClassicKiaiEffect kiaiContainer;\nprivate TauDependencyContainer dependencyContainer;\nprotected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)\n@@ -33,7 +33,7 @@ public void SetUp()\nChildren = new Drawable[]\n{\nnew TauPlayfield(),\n- kiaiContainer = new ClassicKiaiContainer()\n+ kiaiContainer = new ClassicKiaiEffect()\n}\n}));\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TestSceneTurbulenceKiai.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TestSceneTurbulenceKiai.cs", "diff": "@@ -16,7 +16,7 @@ namespace osu.Game.Rulesets.Tau.Tests\n{\npublic class TestSceneTurbulenceKiai : OsuTestScene\n{\n- private TurbulenceKiaiContainer kiaiContainer;\n+ private TurbulenceKiaiEffect kiaiContainer;\nprivate TauDependencyContainer dependencyContainer;\nprotected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)\n@@ -34,7 +34,7 @@ public void SetUp()\nChildren = new Drawable[]\n{\nnew TauPlayfield(),\n- kiaiContainer = new TurbulenceKiaiContainer()\n+ kiaiContainer = new TurbulenceKiaiEffect()\n}\n}));\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Effects/KiaiEffectContainer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Effects/KiaiEffectContainer.cs", "diff": "@@ -10,8 +10,8 @@ namespace osu.Game.Rulesets.Tau.UI.Effects\n{\npublic class KiaiEffectContainer : CompositeDrawable, INeedsNewResult\n{\n- private readonly ClassicKiaiContainer classicContainer;\n- private readonly TurbulenceKiaiContainer turbulenceContainer;\n+ private readonly ClassicKiaiEffect classicEffect;\n+ private readonly TurbulenceKiaiEffect turbulenceEffect;\nprivate readonly Bindable<KiaiType> kiaiType = new();\npublic KiaiEffectContainer()\n@@ -22,8 +22,8 @@ public KiaiEffectContainer()\nInternalChildren = new Drawable[]\n{\n- classicContainer = new ClassicKiaiContainer { Alpha = 0 },\n- turbulenceContainer = new TurbulenceKiaiContainer()\n+ classicEffect = new ClassicKiaiEffect { Alpha = 0 },\n+ turbulenceEffect = new TurbulenceKiaiEffect()\n};\nkiaiType.BindValueChanged(t =>\n@@ -31,19 +31,19 @@ public KiaiEffectContainer()\nswitch (t.NewValue)\n{\ncase KiaiType.Turbulence:\n- classicContainer.FadeTo(0f, 250, Easing.OutQuint);\n- turbulenceContainer.FadeTo(1f, 250, Easing.OutQuint);\n+ classicEffect.FadeTo(0f, 250, Easing.OutQuint);\n+ turbulenceEffect.FadeTo(1f, 250, Easing.OutQuint);\nbreak;\ncase KiaiType.Classic:\n- classicContainer.FadeTo(1f, 250, Easing.OutQuint);\n- turbulenceContainer.FadeTo(0f, 250, Easing.OutQuint);\n+ classicEffect.FadeTo(1f, 250, Easing.OutQuint);\n+ turbulenceEffect.FadeTo(0f, 250, Easing.OutQuint);\nbreak;\ncase KiaiType.None:\ndefault:\n- classicContainer.FadeTo(0f, 250, Easing.OutQuint);\n- turbulenceContainer.FadeTo(0f, 250, Easing.OutQuint);\n+ classicEffect.FadeTo(0f, 250, Easing.OutQuint);\n+ turbulenceEffect.FadeTo(0f, 250, Easing.OutQuint);\nbreak;\n}\n});\n@@ -58,8 +58,8 @@ private void load(TauRulesetConfigManager config)\npublic void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)\n{\n- classicContainer.OnNewResult(judgedObject, result);\n- turbulenceContainer.OnNewResult(judgedObject, result);\n+ classicEffect.OnNewResult(judgedObject, result);\n+ turbulenceEffect.OnNewResult(judgedObject, result);\n}\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Effects/TurbulenceKiaiContainer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Effects/TurbulenceKiaiContainer.cs", "diff": "using JetBrains.Annotations;\nusing osu.Framework.Allocation;\nusing osu.Framework.Graphics;\n-using osu.Framework.Graphics.Pooling;\nusing osu.Framework.Graphics.Shapes;\nusing osu.Framework.Utils;\n-using osu.Game.Graphics;\n-using osu.Game.Rulesets.Judgements;\n-using osu.Game.Rulesets.Objects.Drawables;\n-using osu.Game.Rulesets.Tau.Objects;\n-using osu.Game.Rulesets.Tau.UI.Cursor;\nusing osuTK;\nnamespace osu.Game.Rulesets.Tau.UI.Effects\n{\n- public class TurbulenceKiaiContainer : DrawablePool<TurbulenceEmitter>, INeedsNewResult\n+ public class TurbulenceKiaiEffect : KiaiEffect<TurbulenceEmitter>\n{\npublic List<Vortex> Vortices = new();\n- public TurbulenceKiaiContainer()\n- : base(20, 50)\n- {\n- RelativeSizeAxes = Axes.Both;\n- Anchor = Anchor.Centre;\n- Origin = Anchor.Centre;\n- }\n-\n- [Resolved]\n- private OsuColour colour { get; set; }\n-\n[Resolved(canBeNull: true)]\nprivate TauCachedProperties properties { get; set; }\n@@ -67,120 +50,46 @@ protected override void Update()\nVortices[0].Position = Extensions.GetCircularPosition((properties?.InverseModEnabled?.Value ?? false) ? 120 : 420, cursor.DrawablePaddle.Rotation);\nVortices[0].Speed = cursor.AngleDistanceFromLastUpdate * 5;\n}\n-\n- public void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)\n- {\n- var emitter = judgedObject.HitObject switch\n- {\n- IHasAngle angle => getEmitterForAngle(angle, result),\n- HardBeat => getEmitterForHardBeat(result),\n- _ => new TurbulenceEmitter()\n- };\n-\n- AddInternal(emitter);\n- emitter.GoOff();\n}\n- private TurbulenceEmitter getEmitterForAngle(IHasAngle angle, JudgementResult result)\n- => Get(e => e.Apply(new TurbulenceEmitter.TurbulenceEmitterSettings\n- {\n- Amount = 10,\n- Angle = angle.Angle,\n- Inversed = properties?.InverseModEnabled?.Value ?? false,\n- Colour = colour.ForHitResult(result.Type)\n- }));\n-\n- private TurbulenceEmitter getEmitterForHardBeat(JudgementResult result)\n- => Get(e => e.Apply(new TurbulenceEmitter.TurbulenceEmitterSettings\n- {\n- Amount = 64,\n- IsCircular = true,\n- Inversed = properties?.InverseModEnabled?.Value ?? false,\n- Colour = colour.ForHitResult(result.Type)\n- }));\n- }\n-\n- public class TurbulenceEmitter : PoolableDrawable\n+ public class TurbulenceEmitter : Emitter\n{\nprivate readonly List<TriangleWithVelocity> particles = new();\n- private TurbulenceEmitterSettings settings;\n- public TurbulenceKiaiContainer KiaiContainer => Parent as TurbulenceKiaiContainer;\n+ public TurbulenceKiaiEffect KiaiContainer => Parent as TurbulenceKiaiEffect;\npublic List<Vortex> Vortices => KiaiContainer.Vortices;\n- public TurbulenceEmitter()\n+ protected override Drawable CreateAngularParticle()\n+ => new TriangleWithVelocity\n{\n- // RelativePositionAxes = Axes.Both;\n- RelativeSizeAxes = Axes.Both;\n- Blending = BlendingParameters.Additive;\n- }\n-\n- public void Apply(TurbulenceEmitterSettings settings)\n- {\n- this.settings = settings;\n- particles.Clear();\n-\n- for (int i = 0; i < settings.Amount; i++)\n- {\n- particles.Add(createProperties(this.settings.IsCircular\n- ? createCircularParticle()\n- : createAngularParticle()));\n- }\n- }\n-\n- private float distance => settings.Inversed ? 0.5f - Paddle.PADDLE_RADIUS : 0.5f;\n-\n- private TriangleWithVelocity createAngularParticle()\n- => new()\n- {\n- Position = Extensions.GetCircularPosition(distance, settings.Angle)\n+ Position = Extensions.GetCircularPosition(Distance, Settings.Angle)\n};\n- private TriangleWithVelocity createCircularParticle()\n- => new()\n+ protected override Drawable CreateCircularParticle()\n+ => new TriangleWithVelocity\n{\n- Position = Extensions.GetCircularPosition(distance, RNG.NextSingle() * 360f)\n+ Position = Extensions.GetCircularPosition(Distance, RNG.NextSingle() * 360f)\n};\n- private TriangleWithVelocity createProperties(TriangleWithVelocity drawable)\n- => drawable.With(d =>\n- {\n- d.RelativePositionAxes = Axes.Both;\n- d.Anchor = Anchor.Centre;\n- d.Origin = Anchor.BottomCentre;\n-\n- d.Colour = settings.Colour;\n- d.Rotation = (float)RNG.NextDouble() * 360f;\n- d.Size = new Vector2(RNG.Next(5, 15));\n- d.Alpha = RNG.NextSingle(0.25f, 1f);\n- });\n-\n- private const double duration = 1500;\n-\n- public void GoOff()\n+ protected override void ApplyHitAnimation(Drawable drawable)\n{\n- AddRangeInternal(particles);\n+ var particle = (TriangleWithVelocity)drawable;\n- foreach (var particle in particles)\n- {\n- particle.RotateTo(RNG.NextSingle(-720, 720), duration)\n- .ResizeTo(new Vector2(RNG.Next(0, 5)), duration, Easing.OutQuint)\n- .FadeOut(duration)\n+ particle.RotateTo(RNG.NextSingle(-720, 720), Duration)\n+ .ResizeTo(new Vector2(RNG.Next(0, 5)), Duration, Easing.OutQuint)\n+ .FadeOut(Duration)\n.Expire(true);\nparticle.Velocity =\n- Extensions.GetCircularPosition(distance + (RNG.NextSingle(1, 5) * 0.15f),\n- settings.IsCircular\n+ Extensions.GetCircularPosition(Distance + (RNG.NextSingle(1, 5) * 0.15f),\n+ Settings.IsCircular\n? Vector2.Zero.GetDegreesFromPosition(particle.Position)\n- : Extensions.RandomBetween(settings.Angle - 10, settings.Angle + 10));\n+ : Extensions.RandomBetween(Settings.Angle - 10, Settings.Angle + 10));\n- if (settings.Inversed)\n+ if (Settings.Inversed)\nparticle.Velocity = -particle.Velocity;\n}\n- this.Delay(duration).Expire(true);\n- }\n-\nprivate class TriangleWithVelocity : Triangle\n{\npublic Vector2 Velocity\n@@ -221,15 +130,6 @@ protected override void Update()\nPosition += new Vector2(velocity.X * deltaTime, velocity.Y * deltaTime);\n}\n}\n-\n- public struct TurbulenceEmitterSettings\n- {\n- public float Angle { get; set; }\n- public int Amount { get; set; }\n- public Colour4 Colour { get; set; }\n- public bool IsCircular { get; set; }\n- public bool Inversed { get; set; }\n- }\n}\npublic class Vortex\n" } ]
C#
MIT License
taulazer/tau
Abstract into KiaiEffect
664,859
13.04.2022 18:36:08
14,400
aa1b58a270cbe44be0e736fc5449799700c834b2
Add slider effects
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Effects/KiaiEffect.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Effects/KiaiEffect.cs", "diff": "namespace osu.Game.Rulesets.Tau.UI.Effects\n{\n- public abstract class KiaiEffect<T> : DrawablePool<T>, INeedsNewResult\n+ public abstract class KiaiEffect<T> : DrawablePool<T>, INeedsNewResult, IFollowsSlider\nwhere T : Emitter, new()\n{\nprotected KiaiEffect()\n@@ -42,6 +42,20 @@ public void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)\nemitter.GoOff();\n}\n+ public void UpdateSliderPosition(float angle)\n+ {\n+ var emitter = Get(e => e.Apply(new Emitter.EmitterSettings\n+ {\n+ Amount = 2,\n+ Angle = angle,\n+ Inversed = properties?.InverseModEnabled?.Value ?? false,\n+ Colour = TauPlayfield.AccentColour.Value\n+ }));\n+\n+ AddInternal(emitter);\n+ emitter.GoOff();\n+ }\n+\nprotected virtual Emitter GetEmitterForAngle(IHasAngle angle, JudgementResult result)\n=> Get(e => e.Apply(new Emitter.EmitterSettings\n{\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Effects/KiaiEffectContainer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Effects/KiaiEffectContainer.cs", "diff": "namespace osu.Game.Rulesets.Tau.UI.Effects\n{\n- public class KiaiEffectContainer : CompositeDrawable, INeedsNewResult\n+ public class KiaiEffectContainer : CompositeDrawable, INeedsNewResult, IFollowsSlider\n{\nprivate readonly ClassicKiaiEffect classicEffect;\nprivate readonly TurbulenceKiaiEffect turbulenceEffect;\n@@ -61,5 +61,11 @@ public void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)\nclassicEffect.OnNewResult(judgedObject, result);\nturbulenceEffect.OnNewResult(judgedObject, result);\n}\n+\n+ public void UpdateSliderPosition(float angle)\n+ {\n+ classicEffect.UpdateSliderPosition(angle);\n+ turbulenceEffect.UpdateSliderPosition(angle);\n+ }\n}\n}\n" }, { "change_type": "RENAME", "old_path": "osu.Game.Rulesets.Tau/UI/Effects/TurbulenceKiaiContainer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Effects/TurbulenceKiaiEffect.cs", "diff": "@@ -54,8 +54,6 @@ protected override void Update()\npublic class TurbulenceEmitter : Emitter\n{\n- private readonly List<TriangleWithVelocity> particles = new();\n-\npublic TurbulenceKiaiEffect KiaiContainer => Parent as TurbulenceKiaiEffect;\npublic List<Vortex> Vortices => KiaiContainer.Vortices;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/EffectsContainer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/EffectsContainer.cs", "diff": "using osu.Game.Rulesets.Judgements;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.Configuration;\n+using osu.Game.Rulesets.Tau.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.UI.Effects;\nnamespace osu.Game.Rulesets.Tau.UI\n@@ -13,6 +14,7 @@ namespace osu.Game.Rulesets.Tau.UI\npublic class EffectsContainer : CompositeDrawable\n{\nprivate readonly PlayfieldVisualizer visualizer;\n+ private readonly KiaiEffectContainer sliderEffects;\nprivate readonly Bindable<bool> showEffects = new(true);\n@@ -25,7 +27,8 @@ public EffectsContainer()\nInternalChildren = new Drawable[]\n{\nvisualizer = new PlayfieldVisualizer(),\n- new KiaiEffectContainer()\n+ new KiaiEffectContainer(),\n+ sliderEffects = new KiaiEffectContainer(),\n};\nshowEffects.BindValueChanged(v => { this.FadeTo(v.NewValue ? 1 : 0, 250, Easing.OutQuint); });\n@@ -53,5 +56,16 @@ public void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)\n}\n}\n}\n+\n+ public void TrackSlider(float angle, DrawableSlider slider)\n+ {\n+ if (!slider.Tracking.Value)\n+ return;\n+\n+ if ((int)Time.Current % 25 != 0)\n+ return;\n+\n+ sliderEffects.UpdateSliderPosition(angle);\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": "@@ -97,7 +97,11 @@ protected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObje\nbreak;\ncase DrawableSlider s:\n- s.CheckValidation = checkPaddlePosition;\n+ s.CheckValidation = ang =>\n+ {\n+ effectsContainer.TrackSlider(Cursor.DrawablePaddle.Rotation, s);\n+ return checkPaddlePosition(ang);\n+ };\nbreak;\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Add slider effects
664,866
14.04.2022 04:57:14
-7,200
31c23774569edc5c543df8f7cb5566a738697cf9
reengineer slider generation code
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Extensions.cs", "new_path": "osu.Game.Rulesets.Tau/Extensions.cs", "diff": "@@ -9,10 +9,15 @@ public static class Extensions\npublic static Vector2 GetCircularPosition(float distance, float angle)\n=> new Vector2(\n-(distance * MathF.Cos((angle + 90f) * (MathF.PI / 180))),\n- -(distance * MathF.Sin((angle + 90f) * (MathF.PI / 180))));\n+ -(distance * MathF.Sin((angle + 90f) * (MathF.PI / 180)))\n+ );\n+ public static float mod (float a, float b) {\n+ var m = a % b;\n+ return m < 0 ? ( b + m ) : m;\n+ }\npublic static float GetDeltaAngle(float a, float b)\n- => ((a - b) + 180) % 360 - 180;\n+ => mod((a - b) + 180, 360) - 180;\npublic static float RandomBetween(float min, float max)\n{\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Calculations.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Calculations.cs", "diff": "@@ -11,59 +11,58 @@ public partial class DrawableSlider\nprivate void updatePath()\n{\npath.ClearVertices();\n-\n- float maxDistance = TauPlayfield.BaseSize.X / 2;\n-\n- for (double t = Math.Max(Time.Current, HitObject.StartTime + HitObject.Nodes.First().Time);\n- t < Math.Min(Time.Current + HitObject.TimePreempt, HitObject.StartTime + HitObject.Nodes.Last().Time);\n- t += 20)\n- {\n- var currentNode = HitObject.Nodes.Last(x => t >= HitObject.StartTime + x.Time);\n- var currentNodeIndex = HitObject.Nodes.BinarySearch(currentNode);\n- var nextNode = new Slider.SliderNode();\n-\n- if (currentNodeIndex < HitObject.Nodes.Count)\n- nextNode = HitObject.Nodes[currentNodeIndex + 1];\n-\n- double nodeStart = HitObject.StartTime + currentNode.Time;\n- double nodeEnd = HitObject.StartTime + nextNode.Time;\n- double duration = nodeEnd - nodeStart;\n-\n- float actualProgress = (float)((t - nodeStart) / duration);\n-\n- // Larger the time, the further in it is.\n- float distanceFromCentre = (float)(1 - ((t - Time.Current) / HitObject.TimePreempt)) * maxDistance;\n-\n- if (inversed)\n- distanceFromCentre = (maxDistance * 2) - distanceFromCentre;\n-\n- // Angle calc\n- float difference = (nextNode.Angle - currentNode.Angle) % 360;\n-\n- if (difference > 180) difference -= 360;\n- else if (difference < -180) difference += 360;\n-\n- float targetAngle = (float)Interpolation.Lerp(currentNode.Angle, currentNode.Angle + difference, actualProgress);\n-\n- path.AddVertex(Extensions.GetCircularPosition(distanceFromCentre, targetAngle));\n+ var nodes = HitObject.Nodes;\n+ if ( nodes.Count == 0 )\n+ return;\n+\n+ var radius = TauPlayfield.BaseSize.X / 2;\n+ var time = Time.Current - HitObject.StartTime + HitObject.TimePreempt;\n+ var startTime = Math.Max( time - HitObject.TimePreempt, nodes[0].Time );\n+ var endTime = Math.Min( time, nodes[^1].Time );\n+ double deltaTime = 20;\n+\n+ if ( time < startTime )\n+ return;\n+\n+ int nodeIndex = 0;\n+ while ( nodeIndex + 1 < nodes.Count && nodes[nodeIndex + 1].Time <= startTime )\n+ nodeIndex++;\n+\n+ float distanceAt ( double t ) => inversed\n+ ? (float)( 2 * radius - ( time - t ) / HitObject.TimePreempt * radius )\n+ : (float)( ( time - t ) / HitObject.TimePreempt * radius );\n+ bool capAdded = false;\n+\n+ void addVertex ( double t, double angle ) {\n+ path.AddVertex( Extensions.GetCircularPosition( distanceAt( t ), (float)angle ) );\n}\n- //Check if the last node is visible\n- if (Time.Current + HitObject.TimePreempt > HitObject.StartTime + HitObject.Nodes.Last().Time)\n- {\n- double timeDiff = HitObject.StartTime + HitObject.Nodes.Last().Time - Time.Current;\n- double progress = 1 - timeDiff / HitObject.TimePreempt;\n+ do {\n+ var prevNode = nodes[nodeIndex];\n+ var nextNode = nodeIndex + 1 < nodes.Count ? nodes[nodeIndex + 1] : prevNode;\n- float endNodeDistanceFromCentre = (float)(progress * maxDistance);\n+ var from = Math.Max( startTime, prevNode.Time );\n+ var to = Math.Min( endTime, nextNode.Time );\n+ var duration = nextNode.Time - prevNode.Time;\n- if (inversed)\n- endNodeDistanceFromCentre = (maxDistance * 2) - endNodeDistanceFromCentre;\n+ var deltaAngle = Extensions.GetDeltaAngle( nextNode.Angle, prevNode.Angle );\n+ var anglePerMs = duration != 0 ? deltaAngle / duration : 0;\n- path.AddVertex(Extensions.GetCircularPosition(endNodeDistanceFromCentre, HitObject.Nodes.Last().Angle));\n- }\n+ if ( !capAdded )\n+ addVertex( from, prevNode.Angle + anglePerMs * ( from - prevNode.Time ) );\n+ for ( var t = from + deltaTime; t < to; t += deltaTime )\n+ addVertex( t, prevNode.Angle + anglePerMs * ( t - prevNode.Time ) );\n+ if ( duration != 0 )\n+ addVertex( to, prevNode.Angle + anglePerMs * ( to - prevNode.Time ) );\n+ else\n+ addVertex( to, nextNode.Angle );\n+\n+ capAdded = true;\n+ nodeIndex++;\n+ } while ( nodeIndex < nodes.Count && nodes[nodeIndex].Time < endTime );\n- path.Position = path.Vertices.Any() ? path.Vertices.First() : Vector2.Zero;\n- path.OriginPosition = path.Vertices.Any() ? path.PositionInBoundingBox(path.Vertices.First()) : base.OriginPosition;\n+ path.Position = path.Vertices[0];\n+ path.OriginPosition = path.PositionInBoundingBox( path.Vertices[0] );\n}\nprivate bool checkIfTracking()\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.cs", "diff": "@@ -44,7 +44,6 @@ public partial class DrawableSlider {\npublic class SliderPath : Drawable {\npublic IShader RoundedTextureShader { get; private set; }\npublic IShader TextureShader { get; private set; }\n- private IShader pathShader;\npublic SliderPath () {\nAutoSizeAxes = Axes.Both;\n@@ -54,7 +53,6 @@ public class SliderPath : Drawable {\nprivate void load ( ShaderManager shaders ) {\nRoundedTextureShader = shaders.Load( VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED );\nTextureShader = shaders.Load( VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE );\n- pathShader = shaders.Load( VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE );\n}\nprivate readonly List<Vector2> vertices = new List<Vector2>();\n@@ -268,9 +266,6 @@ public class SliderPath : Drawable {\npublic Vector2 FrameBufferScale { get; } = Vector2.One;\n- // The path should not receive the true colour to avoid colour doubling when the frame-buffer is rendered to the back-buffer.\n- public override DrawColourInfo DrawColourInfo => new DrawColourInfo( Color4.White, base.DrawColourInfo.Blending );\n-\npublic Color4 BackgroundColour => new Color4( 0, 0, 0, 0 );\nprotected override DrawNode CreateDrawNode () => new SliderPathDrawNode( this );\n@@ -297,8 +292,8 @@ public class SliderPathDrawNode : DrawNode {\n// We multiply the size param by 3 such that the amount of vertices is a multiple of the amount of vertices\n// per primitive (triangles in this case). Otherwise overflowing the batch will result in wrong\n// grouping of vertices into primitives.\n- private readonly LinearBatch<TexturedVertex3D> halfCircleBatch = new LinearBatch<TexturedVertex3D>( MAX_RES * 100 * 3, 10, PrimitiveType.Triangles );\n- private readonly QuadBatch<TexturedVertex3D> quadBatch = new QuadBatch<TexturedVertex3D>( 200, 10 );\n+ private readonly LinearBatch<TexturedVertex2D> halfCircleBatch = new LinearBatch<TexturedVertex2D>( MAX_RES * 100 * 3, 10, PrimitiveType.Triangles );\n+ private readonly QuadBatch<TexturedVertex2D> quadBatch = new QuadBatch<TexturedVertex2D>( 200, 10 );\npublic SliderPathDrawNode ( SliderPath source )\n: base( source ) {\n@@ -313,7 +308,7 @@ public SliderPathDrawNode ( SliderPath source )\ntexture = Source.Texture;\ndrawSize = Source.DrawSize;\nradius = Source.PathRadius;\n- pathShader = Source.pathShader;\n+ pathShader = Source.RoundedTextureShader;\n}\nprivate Vector2 pointOnCircle ( float angle ) => new Vector2( MathF.Sin( angle ), -MathF.Cos( angle ) );\n@@ -349,15 +344,15 @@ public SliderPathDrawNode ( SliderPath source )\nfor ( int i = 1; i <= amountPoints; i++ ) {\n// Center point\n- halfCircleBatch.Add( new TexturedVertex3D {\n- Position = new Vector3( screenOrigin.X, screenOrigin.Y, 1 ),\n+ halfCircleBatch.Add( new TexturedVertex2D {\n+ Position = new Vector2( screenOrigin.X, screenOrigin.Y ),\nTexturePosition = new Vector2( texRect.Right, texRect.Centre.Y ),\nColour = originColour\n} );\n// First outer point\n- halfCircleBatch.Add( new TexturedVertex3D {\n- Position = new Vector3( current.X, current.Y, 0 ),\n+ halfCircleBatch.Add( new TexturedVertex2D {\n+ Position = new Vector2( current.X, current.Y ),\nTexturePosition = new Vector2( texRect.Left, texRect.Centre.Y ),\nColour = currentColour\n} );\n@@ -368,8 +363,8 @@ public SliderPathDrawNode ( SliderPath source )\ncurrent = Vector2Extensions.Transform( current, DrawInfo.Matrix );\n// Second outer point\n- halfCircleBatch.Add( new TexturedVertex3D {\n- Position = new Vector3( current.X, current.Y, 0 ),\n+ halfCircleBatch.Add( new TexturedVertex2D {\n+ Position = new Vector2( current.X, current.Y ),\nTexturePosition = new Vector2( texRect.Left, texRect.Centre.Y ),\nColour = currentColour\n} );\n@@ -385,13 +380,13 @@ public SliderPathDrawNode ( SliderPath source )\nLine screenLineRight = new Line( Vector2Extensions.Transform( lineRight.StartPoint, DrawInfo.Matrix ), Vector2Extensions.Transform( lineRight.EndPoint, DrawInfo.Matrix ) );\nLine screenLine = new Line( Vector2Extensions.Transform( line.StartPoint, DrawInfo.Matrix ), Vector2Extensions.Transform( line.EndPoint, DrawInfo.Matrix ) );\n- quadBatch.Add( new TexturedVertex3D {\n- Position = new Vector3( screenLineRight.EndPoint.X, screenLineRight.EndPoint.Y, 0 ),\n+ quadBatch.Add( new TexturedVertex2D {\n+ Position = new Vector2( screenLineRight.EndPoint.X, screenLineRight.EndPoint.Y ),\nTexturePosition = new Vector2( texRect.Left, texRect.Centre.Y ),\nColour = colourAt( lineRight.EndPoint )\n} );\n- quadBatch.Add( new TexturedVertex3D {\n- Position = new Vector3( screenLineRight.StartPoint.X, screenLineRight.StartPoint.Y, 0 ),\n+ quadBatch.Add( new TexturedVertex2D {\n+ Position = new Vector2( screenLineRight.StartPoint.X, screenLineRight.StartPoint.Y ),\nTexturePosition = new Vector2( texRect.Left, texRect.Centre.Y ),\nColour = colourAt( lineRight.StartPoint )\n} );\n@@ -399,31 +394,31 @@ public SliderPathDrawNode ( SliderPath source )\n// Each \"quad\" of the slider is actually rendered as 2 quads, being split in half along the approximating line.\n// On this line the depth is 1 instead of 0, which is done properly handle self-overlap using the depth buffer.\n// Thus the middle vertices need to be added twice (once for each quad).\n- Vector3 firstMiddlePoint = new Vector3( screenLine.StartPoint.X, screenLine.StartPoint.Y, 1 );\n- Vector3 secondMiddlePoint = new Vector3( screenLine.EndPoint.X, screenLine.EndPoint.Y, 1 );\n+ Vector2 firstMiddlePoint = new Vector2( screenLine.StartPoint.X, screenLine.StartPoint.Y );\n+ Vector2 secondMiddlePoint = new Vector2( screenLine.EndPoint.X, screenLine.EndPoint.Y );\nColor4 firstMiddleColour = colourAt( line.StartPoint );\nColor4 secondMiddleColour = colourAt( line.EndPoint );\nfor ( int i = 0; i < 2; ++i ) {\n- quadBatch.Add( new TexturedVertex3D {\n+ quadBatch.Add( new TexturedVertex2D {\nPosition = firstMiddlePoint,\nTexturePosition = new Vector2( texRect.Right, texRect.Centre.Y ),\nColour = firstMiddleColour\n} );\n- quadBatch.Add( new TexturedVertex3D {\n+ quadBatch.Add( new TexturedVertex2D {\nPosition = secondMiddlePoint,\nTexturePosition = new Vector2( texRect.Right, texRect.Centre.Y ),\nColour = secondMiddleColour\n} );\n}\n- quadBatch.Add( new TexturedVertex3D {\n- Position = new Vector3( screenLineLeft.EndPoint.X, screenLineLeft.EndPoint.Y, 0 ),\n+ quadBatch.Add( new TexturedVertex2D {\n+ Position = new Vector2( screenLineLeft.EndPoint.X, screenLineLeft.EndPoint.Y ),\nTexturePosition = new Vector2( texRect.Left, texRect.Centre.Y ),\nColour = colourAt( lineLeft.EndPoint )\n} );\n- quadBatch.Add( new TexturedVertex3D {\n- Position = new Vector3( screenLineLeft.StartPoint.X, screenLineLeft.StartPoint.Y, 0 ),\n+ quadBatch.Add( new TexturedVertex2D {\n+ Position = new Vector2( screenLineLeft.StartPoint.X, screenLineLeft.StartPoint.Y ),\nTexturePosition = new Vector2( texRect.Left, texRect.Centre.Y ),\nColour = colourAt( lineLeft.StartPoint )\n} );\n" }, { "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=\"2022.405.0\" />\n+ <PackageReference Include=\"ppy.osu.Game\" Version=\"2022.409.0\" />\n</ItemGroup>\n<ItemGroup>\n<Compile Update=\"Objects\\Drawables\\DrawableSlider.Calculations.cs\">\n" } ]
C#
MIT License
taulazer/tau
reengineer slider generation code
664,866
14.04.2022 16:13:24
-7,200
ee759b6128c40d28b43021d9ded653076e534365
dispose cached texture
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TauTestScene.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TauTestScene.cs", "diff": "@@ -12,4 +12,9 @@ namespace osu.Game.Rulesets.Tau.Tests;\npublic class TauTestScene : OsuTestScene {\n[Cached]\nprivate TauCachedProperties cachedProperties { get; set; } = new();\n+\n+ protected override void Dispose ( bool isDisposing ) {\n+ base.Dispose( isDisposing );\n+ cachedProperties.Dispose();\n+ }\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauDependencyContainer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauDependencyContainer.cs", "diff": "using osu.Framework.Bindables;\nusing osu.Framework.Graphics.Textures;\nusing osu.Game.Beatmaps;\n+using System;\nnamespace osu.Game.Rulesets.Tau.UI\n{\n- public class TauDependencyContainer : DependencyContainer\n+ public class TauDependencyContainer : DependencyContainer, IDisposable\n{\nprivate TauCachedProperties cachedProperties { get; } = new();\nprivate IBeatmapDifficultyInfo difficultyInfo { get; }\n@@ -19,17 +20,26 @@ public TauDependencyContainer(IBeatmap beatmap, IReadOnlyDependencyContainer par\nCacheAs(difficultyInfo, new CacheInfo(\"tau_difficulty_info\"));\nCache(cachedProperties);\n}\n+\n+ public void Dispose () {\n+ cachedProperties.Dispose();\n+ }\n}\n- public class TauCachedProperties\n+ public class TauCachedProperties : IDisposable\n{\npublic readonly BindableDouble AngleRange = new(25);\npublic readonly BindableBool InverseModEnabled = new();\n- public Texture SliderTexture; // TODO Uhhh, dispose this at some point\n+ public Texture SliderTexture;\npublic void SetRange(float cs)\n{\nAngleRange.Value = IBeatmapDifficultyInfo.DifficultyRange(cs, 75, 25, 10);\n}\n+\n+ public void Dispose () {\n+ SliderTexture?.Dispose();\n+ SliderTexture = null;\n+ }\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs", "diff": "@@ -29,6 +29,11 @@ protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnl\nreturn TauDependencyContainer = new TauDependencyContainer(Beatmap, dependencies);\n}\n+ protected override void Dispose ( bool isDisposing ) {\n+ base.Dispose( isDisposing );\n+ TauDependencyContainer.Dispose();\n+ }\n+\npublic override DrawableHitObject<TauHitObject> CreateDrawableRepresentation(TauHitObject h) => null;\nprotected override PassThroughInputManager CreateInputManager() => new TauInputManager(Ruleset?.RulesetInfo);\n" } ]
C#
MIT License
taulazer/tau
dispose cached texture
664,866
14.04.2022 16:32:40
-7,200
e611c885a04007dffc6d1928d464fa024254a5f3
fix test scenes
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TestSceneTauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TestSceneTauPlayfield.cs", "diff": "namespace osu.Game.Rulesets.Tau.Tests\n{\n- public class TestSceneTauPlayfield : OsuTestScene\n+ public class TestSceneTauPlayfield : TauTestScene\n{\npublic TestSceneTauPlayfield()\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": "@@ -145,8 +145,6 @@ protected override void OnApply()\n{\ninversed = follower.Inversed = true;\nmaskingContainer.Masking = false;\n-\n- path.Size = new Vector2(TauPlayfield.BaseSize.X * 2);\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": "@@ -38,7 +38,7 @@ public class TauPlayfield : Playfield\npublic new TauCursor Cursor => base.Cursor as TauCursor;\n- private TauCachedProperties tauCachedProperties = new();\n+ private TauCachedProperties tauCachedProperties;\npublic override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;\n@@ -72,10 +72,9 @@ public TauPlayfield()\nAddRangeInternal(poolDictionary.Values);\n}\n- [BackgroundDependencyLoader(true)]\n+ [BackgroundDependencyLoader]\nprivate void load(TauCachedProperties props)\n{\n- if (props != null)\ntauCachedProperties = props;\nRegisterPool<Beat, DrawableBeat>(10);\n" } ]
C#
MIT License
taulazer/tau
fix test scenes
664,859
14.04.2022 12:30:12
14,400
c8f46f7041ebd4f0b0960a5b5d1967ae641c6406
Smooth out sharp angles
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Calculations.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Calculations.cs", "diff": "@@ -20,6 +20,7 @@ private void updatePath()\nvar endTime = Math.Min(time, nodes[^1].Time);\nconst double delta_time = 20;\n+ const double max_angle_per_ms = 5;\nif (time < startTime)\nreturn;\n@@ -50,10 +51,11 @@ void addVertex(double t, double angle)\nvar deltaAngle = Extensions.GetDeltaAngle(nextNode.Angle, prevNode.Angle);\nvar anglePerMs = duration != 0 ? deltaAngle / duration : 0;\n+ var timeStep = Math.Min(delta_time, Math.Abs(max_angle_per_ms / anglePerMs));\nif (!capAdded)\naddVertex(from, prevNode.Angle + anglePerMs * (from - prevNode.Time));\n- for (var t = from + delta_time; t < to; t += delta_time)\n+ for (var t = from + timeStep; t < to; t += timeStep)\naddVertex(t, prevNode.Angle + anglePerMs * (t - prevNode.Time));\nif (duration != 0)\naddVertex(to, prevNode.Angle + anglePerMs * (to - prevNode.Time));\n" } ]
C#
MIT License
taulazer/tau
Smooth out sharp angles
664,859
14.04.2022 14:19:40
14,400
d7153d0e93d781b0d5759e39af8b02b5c27ef209
Fix config not applying
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Effects/KiaiEffectContainer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Effects/KiaiEffectContainer.cs", "diff": "@@ -25,6 +25,12 @@ public KiaiEffectContainer()\nclassicEffect = new ClassicKiaiEffect { Alpha = 0 },\nturbulenceEffect = new TurbulenceKiaiEffect()\n};\n+ }\n+\n+ [BackgroundDependencyLoader(true)]\n+ private void load(TauRulesetConfigManager config)\n+ {\n+ config?.BindWith(TauRulesetSettings.KiaiType, kiaiType);\nkiaiType.BindValueChanged(t =>\n{\n@@ -46,13 +52,12 @@ public KiaiEffectContainer()\nturbulenceEffect.FadeTo(0f, 250, Easing.OutQuint);\nbreak;\n}\n- });\n+ }, true);\n}\n- [BackgroundDependencyLoader(true)]\n- private void load(TauRulesetConfigManager config)\n+ protected override void LoadComplete()\n{\n- config?.BindWith(TauRulesetSettings.KiaiType, kiaiType);\n+ base.LoadComplete();\nkiaiType.TriggerChange();\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs", "diff": "@@ -72,8 +72,6 @@ public PlayfieldVisualizer()\nOrigin = Anchor.Centre;\nAlwaysPresent = true; // This is to keep the update() function running, decaying the amplitudes.\nAlpha = 0;\n-\n- showVisualizer.BindValueChanged(v => { this.FadeTo(v.NewValue ? 1 : 0, 250, Easing.OutQuint); });\n}\n[BackgroundDependencyLoader(true)]\n@@ -82,6 +80,12 @@ private void load(ShaderManager shaders, TauRulesetConfigManager config)\nshader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);\nconfig?.BindWith(TauRulesetSettings.ShowVisualizer, showVisualizer);\n+ showVisualizer.BindValueChanged(v => { this.FadeTo(v.NewValue ? 1 : 0, 250, Easing.OutQuint); }, true);\n+ }\n+\n+ protected override void LoadComplete()\n+ {\n+ base.LoadComplete();\nshowVisualizer.TriggerChange();\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/EffectsContainer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/EffectsContainer.cs", "diff": "@@ -14,6 +14,7 @@ namespace osu.Game.Rulesets.Tau.UI\npublic class EffectsContainer : CompositeDrawable\n{\nprivate readonly PlayfieldVisualizer visualizer;\n+ private readonly KiaiEffectContainer kiaiEffects;\nprivate readonly KiaiEffectContainer sliderEffects;\nprivate readonly Bindable<bool> showEffects = new(true);\n@@ -27,11 +28,9 @@ public EffectsContainer()\nInternalChildren = new Drawable[]\n{\nvisualizer = new PlayfieldVisualizer(),\n- new KiaiEffectContainer(),\n+ kiaiEffects = new KiaiEffectContainer(),\nsliderEffects = new KiaiEffectContainer(),\n};\n-\n- showEffects.BindValueChanged(v => { this.FadeTo(v.NewValue ? 1 : 0, 250, Easing.OutQuint); });\n}\n[BackgroundDependencyLoader(true)]\n@@ -40,6 +39,12 @@ private void load(TauRulesetConfigManager config)\nvisualizer.AccentColour = TauPlayfield.AccentColour.Value.Opacity(0.25f);\nconfig?.BindWith(TauRulesetSettings.ShowEffects, showEffects);\n+ showEffects.BindValueChanged(v => { this.FadeTo(v.NewValue ? 1 : 0, 250, Easing.OutQuint); }, true);\n+ }\n+\n+ protected override void LoadComplete()\n+ {\n+ base.LoadComplete();\nshowEffects.TriggerChange();\n}\n@@ -48,23 +53,24 @@ public void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)\nif (!result.IsHit || !judgedObject.HitObject.Kiai)\nreturn;\n- foreach (var child in InternalChildren)\n- {\n- if (child is INeedsNewResult res)\n- {\n- res.OnNewResult(judgedObject, result);\n- }\n- }\n+ visualizer.OnNewResult(judgedObject, result);\n+ kiaiEffects.OnNewResult(judgedObject, result);\n}\n+ private const double tracking_threshold = 100;\n+ private double currentTrackingTime;\n+\npublic void TrackSlider(float angle, DrawableSlider slider)\n{\nif (!slider.Tracking.Value)\nreturn;\n- if ((int)Time.Current % 25 != 0)\n+ currentTrackingTime += Time.Elapsed;\n+\n+ if (currentTrackingTime < tracking_threshold)\nreturn;\n+ currentTrackingTime = 0;\nsliderEffects.UpdateSliderPosition(angle);\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": "@@ -98,7 +98,7 @@ protected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObje\ncase DrawableSlider s:\ns.CheckValidation = ang =>\n{\n- effectsContainer.TrackSlider(Cursor.DrawablePaddle.Rotation, s);\n+ effectsContainer.TrackSlider(ang, s);\nreturn checkPaddlePosition(ang);\n};\nbreak;\n" } ]
C#
MIT License
taulazer/tau
Fix config not applying
664,866
16.04.2022 06:06:09
-7,200
b6d23aae9011ec68ebb911538cc0d9e36ff733b3
create basic hit-fade for sliders
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau.Tests/TauTestScene.cs", "new_path": "osu.Game.Rulesets.Tau.Tests/TauTestScene.cs", "diff": "@@ -14,4 +14,7 @@ protected override void Dispose(bool isDisposing)\nbase.Dispose(isDisposing);\ncachedProperties.Dispose();\n}\n+\n+ protected override Ruleset CreateRuleset ()\n+ => new TauRuleset();\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Calculations.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Calculations.cs", "diff": "@@ -14,34 +14,48 @@ private void updatePath()\nif (nodes.Count == 0)\nreturn;\n- var radius = TauPlayfield.BaseSize.X / 2;\nvar time = Time.Current - HitObject.StartTime + HitObject.TimePreempt;\n- var startTime = Math.Max(time - HitObject.TimePreempt, nodes[0].Time);\n+ var startTime = Math.Max(time - HitObject.TimePreempt - FadeTime, nodes[0].Time);\n+ var midTime = Math.Max(time - HitObject.TimePreempt, nodes[0].Time);\nvar endTime = Math.Min(time, nodes[^1].Time);\n- const double delta_time = 20;\n- const double max_angle_per_ms = 5;\n-\nif (time < startTime)\nreturn;\nint nodeIndex = 0;\n+ bool capAdded = false;\n+\n+ generatePathSegmnt( ref nodeIndex, ref capAdded, time, startTime, midTime );\n+ var pos = path.Vertices.Any() ? path.Vertices[^1].Xy : Vector2.Zero;\n+ generatePathSegmnt( ref nodeIndex, ref capAdded, time, midTime, endTime );\n+\n+ path.Position = pos;\n+ path.OriginPosition = path.PositionInBoundingBox( pos );\n+ }\n+\n+ private void generatePathSegmnt ( ref int nodeIndex, ref bool capAdded, double time, double startTime, double endTime ) {\n+ var nodes = HitObject.Nodes;\n+ if ( nodeIndex >= nodes.Count )\n+ return;\n+\nwhile ( nodeIndex + 1 < nodes.Count && nodes[nodeIndex + 1].Time <= startTime )\nnodeIndex++;\n+ const double delta_time = 20;\n+ const double max_angle_per_ms = 5;\n+ var radius = TauPlayfield.BaseSize.X / 2;\n+\nfloat distanceAt ( double t ) => inversed\n? (float)( 2 * radius - ( time - t ) / HitObject.TimePreempt * radius )\n: (float)( ( time - t ) / HitObject.TimePreempt * radius );\n- bool capAdded = false;\n-\n- void addVertex(double t, double angle)\n- {\n- path.AddVertex(Extensions.GetCircularPosition(distanceAt(t), (float)angle));\n+ void addVertex ( double t, double angle ) {\n+ var p = Extensions.GetCircularPosition( distanceAt( t ), (float)angle );\n+ var index = (int)( t / trackingCheckpointInterval );\n+ path.AddVertex( new Vector3( p.X, p.Y, index >= 0 && index < trackingCheckpoints.Count ? ( trackingCheckpoints[index] ? 1 : 0 ) : 1 ) );\n}\n- do\n- {\n+ do {\nvar prevNode = nodes[nodeIndex];\nvar nextNode = nodeIndex + 1 < nodes.Count ? nodes[nodeIndex + 1] : prevNode;\n@@ -65,9 +79,6 @@ void addVertex(double t, double angle)\ncapAdded = true;\nnodeIndex++;\n} while ( nodeIndex < nodes.Count && nodes[nodeIndex].Time < endTime );\n-\n- path.Position = path.Vertices[0];\n- path.OriginPosition = path.PositionInBoundingBox(path.Vertices[0]);\n}\nprivate bool checkIfTracking()\n" }, { "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": "<ItemGroup>\n<EmbeddedResource Include=\"Resources\\**\" />\n</ItemGroup>\n+ <ItemGroup>\n+ <None Remove=\"Resources\\Shaders\\sh_HitFade.fs\" />\n+ <None Remove=\"Resources\\Shaders\\sh_HitFadePositionAndColour.vs\" />\n+ </ItemGroup>\n<ItemGroup>\n<PackageReference Include=\"ppy.osu.Game\" Version=\"2022.409.0\" />\n</ItemGroup>\n" } ]
C#
MIT License
taulazer/tau
create basic hit-fade for sliders
664,859
16.04.2022 10:01:27
14,400
4520081f1e055330fcbcbc29f1bb9e01626d6284
Fix like 99999999999999999999999% of bugs with sliders how the fuck did i miss this
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "diff": "@@ -187,24 +187,26 @@ protected override void Update()\n{\nbase.Update();\n- // ReSharper disable once AssignmentInConditionalExpression\n- if (Tracking.Value = checkIfTracking())\n- {\n- totalTimeHeld += Time.Elapsed;\n- }\n-\n// This gives us about the same performance as if we were to just would update the path without this.\n// The catch is that with this, we're giving the Update thread more breathing room to update everything\n// else instead of worrying with updating the path vertices every update frame.\n- if (drawCache.IsValid)\n- return;\n-\n+ if (!drawCache.IsValid)\n+ {\nupdatePath();\nfollower.UpdateProgress(getCurrentAngle());\ndrawCache.Validate();\n}\n+ if (Time.Current < HitObject.StartTime || Time.Current >= HitObject.GetEndTime()) return;\n+\n+ // ReSharper disable once AssignmentInConditionalExpression\n+ if (Tracking.Value = checkIfTracking())\n+ {\n+ totalTimeHeld += Time.Elapsed;\n+ }\n+ }\n+\nprotected override void UpdateInitialTransforms()\n{\nbase.UpdateInitialTransforms();\n" } ]
C#
MIT License
taulazer/tau
Fix like 99999999999999999999999% of bugs with sliders how the fuck did i miss this
664,859
16.04.2022 10:29:31
14,400
4ccfb47a253a78490456f81d69c1dce62b200c3d
Add settings to disable slider effects
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Configuration/TauRulesetConfigManager.cs", "new_path": "osu.Game.Rulesets.Tau/Configuration/TauRulesetConfigManager.cs", "diff": "@@ -16,6 +16,7 @@ protected override void InitialiseDefaults()\nSetDefault(TauRulesetSettings.ShowEffects, true);\nSetDefault(TauRulesetSettings.ShowVisualizer, true);\n+ SetDefault(TauRulesetSettings.ShowSliderEffects, true);\nSetDefault(TauRulesetSettings.KiaiType, KiaiType.Turbulence);\nSetDefault(TauRulesetSettings.PlayfieldDim, 0.7f, 0, 1, 0.01f);\nSetDefault(TauRulesetSettings.BeatSize, 16f, 10, 25, 1f);\n@@ -26,6 +27,7 @@ public enum TauRulesetSettings\n{\nShowEffects,\nShowVisualizer,\n+ ShowSliderEffects, // There's no real reason to have a toggle for showing Kiai effects, as that's already handled under KiaiType\nKiaiType,\nPlayfieldDim,\nBeatSize,\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/EffectsContainer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/EffectsContainer.cs", "diff": "@@ -18,6 +18,7 @@ public class EffectsContainer : CompositeDrawable\nprivate readonly KiaiEffectContainer sliderEffects;\nprivate readonly Bindable<bool> showEffects = new(true);\n+ private readonly Bindable<bool> showSliderEffects = new(true);\npublic EffectsContainer()\n{\n@@ -39,13 +40,16 @@ private void load(TauRulesetConfigManager config)\nvisualizer.AccentColour = TauPlayfield.AccentColour.Value.Opacity(0.25f);\nconfig?.BindWith(TauRulesetSettings.ShowEffects, showEffects);\n+ config?.BindWith(TauRulesetSettings.ShowSliderEffects, showSliderEffects);\nshowEffects.BindValueChanged(v => { this.FadeTo(v.NewValue ? 1 : 0, 250, Easing.OutQuint); }, true);\n+ showSliderEffects.BindValueChanged(v => { sliderEffects.FadeTo(v.NewValue ? 1 : 0, 250, Easing.OutQuint); }, true);\n}\nprotected override void LoadComplete()\n{\nbase.LoadComplete();\nshowEffects.TriggerChange();\n+ showSliderEffects.TriggerChange();\n}\npublic void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauSettingsSubsection.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauSettingsSubsection.cs", "diff": "@@ -16,6 +16,7 @@ public TauSettingsSubsection(Ruleset ruleset)\n}\nprivate SettingsCheckbox showEffects;\n+ private SettingsCheckbox showSliderEffects;\nprivate SettingsCheckbox showVisualizer;\nprivate SettingsEnumDropdown<KiaiType> kiaiType;\n@@ -31,9 +32,14 @@ private void load()\n{\nshowEffects = new SettingsCheckbox\n{\n- LabelText = \"Show effects\",\n+ LabelText = \"Show Effects\",\nCurrent = config.GetBindable<bool>(TauRulesetSettings.ShowEffects)\n},\n+ showSliderEffects = new SettingsCheckbox\n+ {\n+ LabelText = \"Show Slider Effects\",\n+ Current = config.GetBindable<bool>(TauRulesetSettings.ShowSliderEffects)\n+ },\nshowVisualizer = new SettingsCheckbox\n{\nLabelText = \"Show Visualizer\",\n@@ -41,12 +47,12 @@ private void load()\n},\nkiaiType = new SettingsEnumDropdown<KiaiType>()\n{\n- LabelText = \"Show Kiai effects\",\n+ LabelText = \"Kiai Type\",\nCurrent = config.GetBindable<KiaiType>(TauRulesetSettings.KiaiType)\n},\nnew SettingsSlider<float>\n{\n- LabelText = \"Playfield dim\",\n+ LabelText = \"Playfield Dim\",\nCurrent = config.GetBindable<float>(TauRulesetSettings.PlayfieldDim),\nKeyboardStep = 0.01f,\nDisplayAsPercentage = true\n@@ -61,6 +67,7 @@ private void load()\nshowEffects.Current.BindValueChanged(v =>\n{\n+ showSliderEffects.Current.Disabled = !v.NewValue;\nshowVisualizer.Current.Disabled = !v.NewValue;\nkiaiType.Current.Disabled = !v.NewValue;\n}, true);\n" } ]
C#
MIT License
taulazer/tau
Add settings to disable slider effects
664,859
16.04.2022 10:58:39
14,400
52c0b7b6be23e2f9f1423dd7931020d1f66f6fbe
Add impossible sliders mod.
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "diff": "@@ -19,6 +19,7 @@ public class TauBeatmapConverter : BeatmapConverter<TauHitObject>\npublic bool CanConvertToHardBeats { get; set; } = true;\npublic bool CanConvertToSliders { get; set; } = true;\n+ public bool CanConvertImpossibleSliders { get; set; } = false;\npublic int SliderDivisor { get; set; } = 4;\npublic TauBeatmapConverter(Ruleset ruleset, IBeatmap beatmap)\n@@ -84,6 +85,7 @@ TauHitObject convertBeat()\nfloat angle = (((IHasPosition)original).Position + data.CurvePositionAt(t / data.Duration)).GetHitObjectAngle();\n// We don't want sliders that switch angles too fast. We would default to a normal note in this case\n+ if (!CanConvertImpossibleSliders)\nif (lastAngle.HasValue && MathF.Abs(Extensions.GetDeltaAngle(lastAngle.Value, angle)) / MathF.Abs(lastTime.Value - t) > 0.6)\nreturn convertBeat();\n@@ -94,6 +96,7 @@ TauHitObject convertBeat()\nvar finalAngle = (((IHasPosition)original).Position + data.CurvePositionAt(1)).GetHitObjectAngle();\n+ if (!CanConvertImpossibleSliders)\nif (lastAngle.HasValue && MathF.Abs(Extensions.GetDeltaAngle(lastAngle.Value, finalAngle)) / Math.Abs(lastTime.Value - data.Duration) > 0.6)\nreturn convertBeat();\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs", "diff": "@@ -72,7 +72,8 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\nModType.Fun => new Mod[]\n{\nnew MultiMod(new ModWindUp(), new ModWindDown()),\n- new ModAdaptiveSpeed()\n+ new ModAdaptiveSpeed(),\n+ new TauModImpossibleSliders()\n},\n_ => Enumerable.Empty<Mod>()\n};\n" } ]
C#
MIT License
taulazer/tau
Add impossible sliders mod.
664,859
16.04.2022 11:45:12
14,400
6d6541c2573a1adf81a0cd95c6efcae4edc87168
Automatic code cleanup wow this did nothing lmao
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModAutopilot.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModAutopilot.cs", "diff": "@@ -44,7 +44,8 @@ public void Update(Playfield playfield)\nif (Math.Abs(replayFrames[currentFrame + 1].Time - time) <= Math.Abs(replayFrames[currentFrame].Time - time))\n{\ncurrentFrame++;\n- new MousePositionAbsoluteInput { Position = playfield.ToScreenSpace(replayFrames[currentFrame].Position) }.Apply(inputManager.CurrentState, inputManager);\n+ new MousePositionAbsoluteInput { Position = playfield.ToScreenSpace(replayFrames[currentFrame].Position) }.Apply(inputManager.CurrentState,\n+ inputManager);\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Automatic code cleanup wow this did nothing lmao
664,859
16.04.2022 11:57:40
14,400
92d460e1757b13c07959327ea2a6cd00307f76d9
Add beatmap statistics
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs", "diff": "@@ -17,6 +17,8 @@ public class TauBeatmapConverter : BeatmapConverter<TauHitObject>\n// TODO: Create a more robust system.\npublic override bool CanConvert() => true;\n+ protected override Beatmap<TauHitObject> CreateBeatmap() => new TauBeatmap();\n+\npublic bool CanConvertToHardBeats { get; set; } = true;\npublic bool CanConvertToSliders { get; set; } = true;\npublic bool CanConvertImpossibleSliders { get; set; } = false;\n" } ]
C#
MIT License
taulazer/tau
Add beatmap statistics
664,866
16.04.2022 18:38:29
-7,200
bfb6de22bb58f2b49d6d97ad57fa1949b5e65b32
dont allocate in draw nodes
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.cs", "diff": "@@ -305,7 +305,7 @@ public class SliderPathDrawNode : DrawNode\nprotected new SliderPath Source => (SliderPath)base.Source;\n- private readonly List<(Line line, float alpha)> segments = new();\n+ private RentedArray<(Line line, float alpha)> segments;\nprivate Texture texture;\nprivate Vector2 drawSize;\n@@ -333,8 +333,8 @@ public override void ApplyState()\n{\nbase.ApplyState();\n- segments.Clear();\n- segments.AddRange(Source.segments);\n+ segments.Dispose();\n+ segments = MemoryPool<(Line line, float alpha)>.Shared.Rent( Source.segments );\ntexture = Source.Texture;\ndrawSize = Source.DrawSize;\n@@ -497,7 +497,7 @@ private void updateVertexBuffer()\nRectangleF texRect = texture.GetTextureRect(new RectangleF(0.5f, 0.5f, texture.Width - 1, texture.Height - 1));\naddLineCap(line.StartPoint, alpha, theta + MathF.PI, MathF.PI, texRect);\n- for (int i = 1; i < segments.Count; ++i)\n+ for (int i = 1; i < segments.Length; ++i)\n{\nvar (nextLine, nextAlpha) = segments[i];\nfloat nextTheta = nextLine.Theta;\n@@ -509,7 +509,7 @@ private void updateVertexBuffer()\naddLineCap(line.EndPoint, segments[^1].alpha, theta, MathF.PI, texRect);\n- for ( int i = 0; i < segments.Count; i++ ) {\n+ for ( int i = 0; i < segments.Length; i++ ) {\nvar (segment, segAlpha) = segments[i];\naddLineQuads( segment, alpha, segAlpha, texRect );\n@@ -521,7 +521,7 @@ public override void Draw(Action<TexturedVertex2D> vertexAction)\n{\nbase.Draw(vertexAction);\n- if (texture?.Available != true || segments.Count == 0)\n+ if (texture?.Available != true || segments.Length == 0)\nreturn;\nshader.Bind();\n@@ -544,6 +544,7 @@ protected override void Dispose(bool isDisposing)\nhalfCircleBatch.Dispose();\nquadBatch.Dispose();\n+ segments.Dispose();\n}\n}\n}\n" } ]
C#
MIT License
taulazer/tau
dont allocate in draw nodes
664,859
16.04.2022 13:59:13
14,400
68665466aa654766b380b88da1f7648295181982
Fix some maps being unable to finish due to a missing judgement.
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "diff": "@@ -220,13 +220,36 @@ protected override void CheckForResult(bool userTriggered, double timeOffset)\nif (!(Time.Current > HitObject.GetEndTime())) return;\ndouble percentage = totalTimeHeld / HitObject.Duration;\n-\n- ApplyResult(r => r.Type = percentage switch\n+ var result = percentage switch\n{\n> .85 => HitResult.Great,\n> .50 => HitResult.Ok,\n_ => HitResult.Miss\n- });\n+ };\n+\n+ // Some nested hitobjects may not be judged before the tail, so we need to make sure that we have them all judged beforehand.\n+ // Thanks osu!.\n+ // ~ Nora\n+ foreach (var nested in NestedHitObjects.Where(n => !n.AllJudged))\n+ {\n+ if (nested is ICanApplyResult res)\n+ res.ForcefullyApplyResult(r => r.Type = result);\n+ }\n+\n+ ApplyResult(r => r.Type = result);\n+ }\n+\n+ protected override void UpdateHitStateTransforms(ArmedState state)\n+ {\n+ base.UpdateHitStateTransforms(state);\n+\n+ switch (state)\n+ {\n+ case ArmedState.Idle:\n+ LifetimeStart = HitObject.StartTime - HitObject.TimePreempt;\n+\n+ break;\n+ }\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": "namespace osu.Game.Rulesets.Tau.Objects.Drawables\n{\n- public class DrawableTauHitObject<T> : DrawableHitObject<TauHitObject>, IKeyBindingHandler<TauAction>\n+ public class DrawableTauHitObject<T> : DrawableHitObject<TauHitObject>, IKeyBindingHandler<TauAction>, ICanApplyResult\nwhere T : TauHitObject\n{\npublic new T HitObject => (T)base.HitObject;\n@@ -80,6 +80,9 @@ public bool OnPressed(KeyBindingPressEvent<TauAction> e)\npublic void OnReleased(KeyBindingReleaseEvent<TauAction> e)\n{\n}\n+\n+ public void ForcefullyApplyResult(Action<JudgementResult> application)\n+ => ApplyResult(application);\n}\npublic struct ValidationResult\n" } ]
C#
MIT License
taulazer/tau
Fix some maps being unable to finish due to a missing judgement.
664,866
18.04.2022 16:59:24
-7,200
32bea1a9e3d5ce0a73f776027844ef92f967b18e
smooth paths, fix inversed
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.cs", "diff": "using osuTK.Graphics;\nusing osuTK.Graphics.ES30;\nusing SixLabors.ImageSharp.PixelFormats;\n-using static NUnit.Framework.Constraints.Tolerance;\nnamespace osu.Game.Rulesets.Tau.Objects.Drawables\n{\n@@ -69,6 +68,7 @@ public IReadOnlyList<Vector3> Vertices\nprivate float pathRadius = 10f;\npublic Colour4 FadeColour;\n+ public bool Reverse;\n/// <summary>\n/// How wide this path is on each side of the line.\n@@ -221,7 +221,7 @@ public SliderPath()\nprivate void load(ShaderManager shaders)\n{\nroundedTextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);\n- hitFadeTextureShader = shaders.Load( \"PositionAndColour\", \"HitFade\" );\n+ hitFadeTextureShader = shaders.Load( \"SliderPositionAndColour\", \"Slider\" );\n}\npublic override bool ReceivePositionalInputAt(Vector2 screenSpacePos)\n@@ -301,11 +301,40 @@ public Texture Texture\npublic class SliderPathDrawNode : DrawNode\n{\n+ [StructLayout( LayoutKind.Sequential )]\n+ public struct SliderTexturedVertex2D : IEquatable<SliderTexturedVertex2D>, IVertex {\n+ [VertexMember( 2, VertexAttribPointerType.Float )]\n+ public Vector2 Position;\n+\n+ [VertexMember( 4, VertexAttribPointerType.Float )]\n+ public Color4 Colour;\n+\n+ [VertexMember( 2, VertexAttribPointerType.Float )]\n+ public Vector2 TexturePosition;\n+\n+ [VertexMember( 4, VertexAttribPointerType.Float )]\n+ public Vector4 TextureRect;\n+\n+ [VertexMember( 2, VertexAttribPointerType.Float )]\n+ public Vector2 BlendRange;\n+\n+ [VertexMember( 1, VertexAttribPointerType.Float )]\n+ public float Result;\n+\n+ public readonly bool Equals ( SliderTexturedVertex2D other ) =>\n+ Position.Equals( other.Position )\n+ && TexturePosition.Equals( other.TexturePosition )\n+ && Colour.Equals( other.Colour )\n+ && TextureRect.Equals( other.TextureRect )\n+ && BlendRange.Equals( other.BlendRange )\n+ && Result.Equals( other.Result );\n+ }\n+\nprivate const int max_resolution = 24;\nprotected new SliderPath Source => (SliderPath)base.Source;\n- private RentedArray<(Line line, float alpha)> segments;\n+ private RentedArray<(Line line, float result)> segments;\nprivate Texture texture;\nprivate Vector2 drawSize;\n@@ -315,9 +344,9 @@ public class SliderPathDrawNode : DrawNode\n// We multiply the size param by 3 such that the amount of vertices is a multiple of the amount of vertices\n// per primitive (triangles in this case). Otherwise overflowing the batch will result in wrong\n// grouping of vertices into primitives.\n- private readonly LinearBatch<TexturedVertex2D> halfCircleBatch = new(max_resolution * 100 * 3, 10, PrimitiveType.Triangles);\n+ private readonly LinearBatch<SliderTexturedVertex2D> halfCircleBatch = new(max_resolution * 100 * 3, 10, PrimitiveType.Triangles);\n- private readonly QuadBatch<TexturedVertex2D> quadBatch = new(200, 10);\n+ private readonly QuadBatch<SliderTexturedVertex2D> quadBatch = new(200, 10);\npublic SliderPathDrawNode(SliderPath source)\n: base(source)\n@@ -328,13 +357,13 @@ public SliderPathDrawNode(SliderPath source)\nprivate Vector2 centerPos;\nprivate float range;\nprivate float fadeRange;\n- private float alpha;\n+ private bool reverse;\npublic override void ApplyState()\n{\nbase.ApplyState();\nsegments.Dispose();\n- segments = MemoryPool<(Line line, float alpha)>.Shared.Rent( Source.segments );\n+ segments = MemoryPool<(Line line, float result)>.Shared.Rent( Source.segments );\ntexture = Source.Texture;\ndrawSize = Source.DrawSize;\n@@ -350,23 +379,19 @@ public override void ApplyState()\nfadeRange = (Source.ToScreenSpace( fade ) - centerPos).Length - range;\nvar c = Source.FadeColour;\nhitColour = new Vector4(c.R, c.G, c.B, c.A);\n- alpha = DrawColourInfo.Colour.MinAlpha;\n+ reverse = Source.Reverse;\n}\nprivate Vector2 pointOnCircle(float angle) => new(MathF.Sin(angle), -MathF.Cos(angle));\nprivate Vector2 relativePosition(Vector2 localPos) => Vector2.Divide(localPos, drawSize);\n- private Color4 colourAt(Vector2 localPos, float alpha) {\n- var c = DrawColourInfo.Colour.HasSingleColour\n+ private Color4 colourAt(Vector2 localPos)\n+ => DrawColourInfo.Colour.HasSingleColour\n? ( (SRGBColour)DrawColourInfo.Colour ).Linear\n: DrawColourInfo.Colour.Interpolate( relativePosition( localPos ) ).Linear;\n- c.A *= alpha;\n- return c;\n- }\n-\n- private void addLineCap(Vector2 origin, float alpha, float theta, float thetaDiff, RectangleF texRect)\n+ private void addLineCap(Vector2 origin, float result, float theta, float thetaDiff, RectangleF texRect)\n{\nconst float step = MathF.PI / max_resolution;\n@@ -385,46 +410,49 @@ private void addLineCap(Vector2 origin, float alpha, float theta, float thetaDif\ntheta += MathF.PI;\nVector2 current = origin + pointOnCircle(theta) * radius;\n- Color4 currentColour = colourAt(current, alpha);\n+ Color4 currentColour = colourAt(current);\ncurrent = Vector2Extensions.Transform(current, DrawInfo.Matrix);\nVector2 screenOrigin = Vector2Extensions.Transform(origin, DrawInfo.Matrix);\n- Color4 originColour = colourAt(origin, alpha);\n+ Color4 originColour = colourAt(origin);\nfor (int i = 1; i <= amountPoints; i++)\n{\n// Center point\n- halfCircleBatch.Add(new TexturedVertex2D\n+ halfCircleBatch.Add(new SliderTexturedVertex2D\n{\nPosition = new Vector2(screenOrigin.X, screenOrigin.Y),\nTexturePosition = new Vector2(texRect.Right, texRect.Centre.Y),\n- Colour = originColour\n+ Colour = originColour,\n+ Result = result\n});\n// First outer point\n- halfCircleBatch.Add(new TexturedVertex2D\n+ halfCircleBatch.Add(new SliderTexturedVertex2D\n{\nPosition = new Vector2(current.X, current.Y),\nTexturePosition = new Vector2(texRect.Left, texRect.Centre.Y),\n- Colour = currentColour\n+ Colour = currentColour,\n+ Result = result\n});\nfloat angularOffset = Math.Min(i * step, thetaDiff);\ncurrent = origin + pointOnCircle(theta + dir * angularOffset) * radius;\n- currentColour = colourAt(current, alpha);\n+ currentColour = colourAt(current);\ncurrent = Vector2Extensions.Transform(current, DrawInfo.Matrix);\n// Second outer point\n- halfCircleBatch.Add(new TexturedVertex2D\n+ halfCircleBatch.Add(new SliderTexturedVertex2D\n{\nPosition = new Vector2(current.X, current.Y),\nTexturePosition = new Vector2(texRect.Left, texRect.Centre.Y),\n- Colour = currentColour\n+ Colour = currentColour,\n+ Result = result\n});\n}\n}\n- private void addLineQuads(Line line, float startAlpha, float endAlpha, RectangleF texRect)\n+ private void addLineQuads(Line line, float startResult, float endResult, RectangleF texRect)\n{\nVector2 ortho = line.OrthogonalDirection;\nLine lineLeft = new Line(line.StartPoint + ortho * radius, line.EndPoint + ortho * radius);\n@@ -437,17 +465,19 @@ private void addLineQuads(Line line, float startAlpha, float endAlpha, Rectangle\nLine screenLine = new Line(Vector2Extensions.Transform(line.StartPoint, DrawInfo.Matrix),\nVector2Extensions.Transform(line.EndPoint, DrawInfo.Matrix));\n- quadBatch.Add(new TexturedVertex2D\n+ quadBatch.Add(new SliderTexturedVertex2D\n{\nPosition = new Vector2(screenLineRight.EndPoint.X, screenLineRight.EndPoint.Y),\nTexturePosition = new Vector2(texRect.Left, texRect.Centre.Y),\n- Colour = colourAt(lineRight.EndPoint, endAlpha)\n+ Colour = colourAt(lineRight.EndPoint),\n+ Result = endResult\n});\n- quadBatch.Add(new TexturedVertex2D\n+ quadBatch.Add(new SliderTexturedVertex2D\n{\nPosition = new Vector2(screenLineRight.StartPoint.X, screenLineRight.StartPoint.Y),\nTexturePosition = new Vector2(texRect.Left, texRect.Centre.Y),\n- Colour = colourAt(lineRight.StartPoint, startAlpha)\n+ Colour = colourAt(lineRight.StartPoint),\n+ Result = startResult\n});\n// Each \"quad\" of the slider is actually rendered as 2 quads, being split in half along the approximating line.\n@@ -455,65 +485,69 @@ private void addLineQuads(Line line, float startAlpha, float endAlpha, Rectangle\n// Thus the middle vertices need to be added twice (once for each quad).\nVector2 firstMiddlePoint = new Vector2(screenLine.StartPoint.X, screenLine.StartPoint.Y);\nVector2 secondMiddlePoint = new Vector2(screenLine.EndPoint.X, screenLine.EndPoint.Y);\n- Color4 firstMiddleColour = colourAt(line.StartPoint, startAlpha );\n- Color4 secondMiddleColour = colourAt(line.EndPoint, endAlpha );\n+ Color4 firstMiddleColour = colourAt(line.StartPoint);\n+ Color4 secondMiddleColour = colourAt(line.EndPoint);\nfor (int i = 0; i < 2; ++i)\n{\n- quadBatch.Add(new TexturedVertex2D\n+ quadBatch.Add(new SliderTexturedVertex2D\n{\nPosition = firstMiddlePoint,\nTexturePosition = new Vector2(texRect.Right, texRect.Centre.Y),\n- Colour = firstMiddleColour\n+ Colour = firstMiddleColour,\n+ Result = startResult\n});\n- quadBatch.Add(new TexturedVertex2D\n+ quadBatch.Add(new SliderTexturedVertex2D\n{\nPosition = secondMiddlePoint,\nTexturePosition = new Vector2(texRect.Right, texRect.Centre.Y),\n- Colour = secondMiddleColour\n+ Colour = secondMiddleColour,\n+ Result = endResult\n});\n}\n- quadBatch.Add(new TexturedVertex2D\n+ quadBatch.Add(new SliderTexturedVertex2D\n{\nPosition = new Vector2(screenLineLeft.EndPoint.X, screenLineLeft.EndPoint.Y),\nTexturePosition = new Vector2(texRect.Left, texRect.Centre.Y),\n- Colour = colourAt(lineLeft.EndPoint, endAlpha )\n+ Colour = colourAt(lineLeft.EndPoint),\n+ Result = endResult\n});;\n- quadBatch.Add(new TexturedVertex2D\n+ quadBatch.Add(new SliderTexturedVertex2D\n{\nPosition = new Vector2(screenLineLeft.StartPoint.X, screenLineLeft.StartPoint.Y),\nTexturePosition = new Vector2(texRect.Left, texRect.Centre.Y),\n- Colour = colourAt(lineLeft.StartPoint, startAlpha)\n+ Colour = colourAt(lineLeft.StartPoint),\n+ Result = startResult\n});\n}\nprivate void updateVertexBuffer()\n{\n- var (line, alpha) = segments[0];\n+ var (line, result) = segments[0];\nfloat theta = line.Theta;\n// Offset by 0.5 pixels inwards to ensure we never sample texels outside the bounds\nRectangleF texRect = texture.GetTextureRect(new RectangleF(0.5f, 0.5f, texture.Width - 1, texture.Height - 1));\n- addLineCap(line.StartPoint, alpha, theta + MathF.PI, MathF.PI, texRect);\n+ addLineCap(line.StartPoint, result, theta + MathF.PI, MathF.PI, texRect);\nfor (int i = 1; i < segments.Length; ++i)\n{\n- var (nextLine, nextAlpha) = segments[i];\n+ var (nextLine, nextResult) = segments[i];\nfloat nextTheta = nextLine.Theta;\n- addLineCap(line.EndPoint, nextAlpha, theta, nextTheta - theta, texRect);\n+ addLineCap(line.EndPoint, nextResult, theta, nextTheta - theta, texRect);\nline = nextLine;\ntheta = nextTheta;\n}\n- addLineCap(line.EndPoint, segments[^1].alpha, theta, MathF.PI, texRect);\n+ addLineCap(line.EndPoint, segments[^1].result, theta, MathF.PI, texRect);\nfor ( int i = 0; i < segments.Length; i++ ) {\n- var (segment, segAlpha) = segments[i];\n- addLineQuads( segment, alpha, segAlpha, texRect );\n+ var (segment, segResult) = segments[i];\n+ addLineQuads( segment, result, segResult, texRect );\n- alpha = segAlpha;\n+ result = segResult;\n}\n}\n@@ -529,7 +563,7 @@ public override void Draw(Action<TexturedVertex2D> vertexAction)\nshader.GetUniform<float>( \"range\" ).UpdateValue( ref range );\nshader.GetUniform<float>( \"fadeRange\" ).UpdateValue( ref fadeRange );\nshader.GetUniform<Vector4>( \"hitColor\" ).UpdateValue( ref hitColour );\n- shader.GetUniform<float>( \"alpha\" ).UpdateValue( ref alpha );\n+ shader.GetUniform<bool>( \"reverse\" ).UpdateValue( ref reverse );\ntexture.TextureGL.Bind();\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": "@@ -146,6 +146,7 @@ protected override void OnApply()\n{\ninversed = follower.Inversed = true;\nmaskingContainer.Masking = false;\n+ path.Reverse = inversed;\n}\n}\n" }, { "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- <None Remove=\"Resources\\Shaders\\sh_HitFade.fs\" />\n- <None Remove=\"Resources\\Shaders\\sh_HitFadePositionAndColour.vs\" />\n+ <None Remove=\"Resources\\Shaders\\sh_Slider.fs\" />\n+ <None Remove=\"Resources\\Shaders\\sh_SliderPositionAndColour.vs\" />\n</ItemGroup>\n<ItemGroup>\n<PackageReference Include=\"ppy.osu.Game\" Version=\"2022.409.0\" />\n" } ]
C#
MIT License
taulazer/tau
smooth paths, fix inversed
664,866
18.04.2022 17:08:44
-7,200
acab4ecb5f3bbb7f3751f912b2769cd8759593f4
remove slider follower
[ { "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.Rulesets.Objects;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Scoring;\n-using osu.Game.Rulesets.Tau.Objects.Drawables.Pieces;\nusing osu.Game.Rulesets.Tau.UI;\nusing osu.Game.Skinning;\nusing osuTK.Graphics;\n@@ -33,7 +32,6 @@ public partial class DrawableSlider : DrawableTauHitObject<Slider>\npublic DrawableSliderHead SliderHead => headContainer.Child;\n- private readonly SliderFollower follower;\nprivate readonly SliderPath path;\nprivate readonly Container<DrawableSliderHead> headContainer;\nprivate readonly Container<DrawableSliderRepeat> repeatContainer;\n@@ -77,17 +75,11 @@ public DrawableSlider(Slider obj)\n},\n}\n},\n- follower = new SliderFollower()\n- {\n- AlwaysPresent = true,\n- Alpha = 0\n- },\nheadContainer = new Container<DrawableSliderHead> { RelativeSizeAxes = Axes.Both },\nrepeatContainer = new Container<DrawableSliderRepeat> { RelativeSizeAxes = Axes.Both },\nslidingSample = new PausableSkinnableSound { Looping = true }\n});\n- follower.IsTracking.BindTo(Tracking);\nTracking.BindValueChanged(updateSlidingSample);\n}\n@@ -144,7 +136,7 @@ protected override void OnApply()\nif (properties.InverseModEnabled.Value)\n{\n- inversed = follower.Inversed = true;\n+ inversed = true;\nmaskingContainer.Masking = false;\npath.Reverse = inversed;\n}\n@@ -214,8 +206,6 @@ protected override void Update()\nreturn;\nupdatePath();\n- follower.UpdateProgress(getCurrentAngle());\n-\ndrawCache.Validate();\n}\n@@ -226,13 +216,6 @@ protected override void UpdateInitialTransforms()\nthis.FadeInFromZero(HitObject.TimeFadeIn);\n}\n- protected override void UpdateStartTimeStateTransforms()\n- {\n- base.UpdateStartTimeStateTransforms();\n-\n- follower.FadeIn();\n- }\n-\nprotected override void CheckForResult(bool userTriggered, double timeOffset)\n{\nDebug.Assert(HitObject.HitWindows != null);\n" } ]
C#
MIT License
taulazer/tau
remove slider follower
664,866
18.04.2022 21:31:37
-7,200
9cce9e39851695f40f450a9498c1dd06b5fd4352
document MemoryPool<T>
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Allocation/MemoryPool.cs", "new_path": "osu.Game.Rulesets.Tau/Allocation/MemoryPool.cs", "diff": "namespace osu.Game.Rulesets.Tau.Allocation\n{\n+ /// <summary>\n+ /// Wrapper for <see cref=\"ArrayPool{T}\"/> which returns <see cref=\"RentedArray{T}\"/>\n+ /// and an optional rented <see cref=\"Span{T}\"/> or <see cref=\"Memory{T}\"/>.\n+ /// </summary>\n+ /// <remarks>\n+ /// <code>\n+ /// using (MemoryPool&lt;T&gt;.Shared.Rent(100, out Span&lt;T&gt; span)) { ... }\n+ /// </code>\n+ /// </remarks>\n+ /// <typeparam name=\"T\"></typeparam>\npublic class MemoryPool<T>\n{\nprivate readonly ArrayPool<T> backing;\n" } ]
C#
MIT License
taulazer/tau
document MemoryPool<T>
664,866
19.04.2022 03:23:44
-7,200
86fd4fbfc7959399fd6b1a9009a8c0fefee2c9c4
create basic masking shaders and masked slider ticks
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Allocation/MemoryPool.cs", "new_path": "osu.Game.Rulesets.Tau/Allocation/MemoryPool.cs", "diff": "@@ -31,6 +31,9 @@ public RentedArray<T> Rent(ICollection<T> value)\nvalue.CopyTo(arr, 0);\nreturn new RentedArray<T>(backing, arr, value.Count);\n}\n+\n+ public RentedArray<T> Rent(int size)\n+ => new(backing, backing.Rent(size), size);\n}\npublic struct RentedArray<T> : IDisposable\n@@ -46,6 +49,8 @@ public RentedArray(ArrayPool<T> backing, T[] rented, int length)\nLength = length;\n}\n+ public Span<T>.Enumerator GetEnumerator() => rented.AsSpan(0, Length).GetEnumerator();\n+\npublic ref T this[int i] => ref rented[i];\npublic ref T this[Index i] => ref rented[i];\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.Graphics.cs", "diff": "@@ -39,7 +39,9 @@ private static Texture generateSmoothPathTexture(float radius, Func<float, Color\npublic partial class SliderPath : Drawable\n{\n- private IShader roundedTextureShader { get; set; }\n+ public IEnumerable<DrawableSliderRepeat> Ticks = Array.Empty<DrawableSliderRepeat>();\n+ private IShader depthMaskShader { get; set; }\n+ private IShader textureShader { get; set; }\nprivate IShader hitFadeTextureShader { get; set; }\nprivate readonly List<Vector3> vertices = new();\n@@ -213,7 +215,8 @@ public SliderPath()\n[BackgroundDependencyLoader]\nprivate void load(ShaderManager shaders)\n{\n- roundedTextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);\n+ textureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE);\n+ depthMaskShader = shaders.Load(\"DepthMask\", \"DepthMask\");\nhitFadeTextureShader = shaders.Load(\"SliderPositionAndColour\", \"Slider\");\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": "@@ -72,6 +72,8 @@ public DrawableSlider(Slider obj)\nslidingSample = new PausableSkinnableSound { Looping = true }\n});\n+ path.Ticks = repeatContainer;\n+\nTracking.BindValueChanged(updateSlidingSample);\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Resources/Shaders/sh_SliderPositionAndColour.vs", "new_path": "osu.Game.Rulesets.Tau/Resources/Shaders/sh_SliderPositionAndColour.vs", "diff": "@@ -23,4 +23,6 @@ void main(void)\nv_TexCoord = m_TexCoord;\nv_TexRect = m_TexRect;\nv_BlendRange = m_BlendRange;\n+\n+ gl_Position.z = 0.0;\n}\n\\ No newline at end of file\n" }, { "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": "<ItemGroup>\n<EmbeddedResource Include=\"Resources\\**\" />\n</ItemGroup>\n+ <ItemGroup>\n+ <None Remove=\"Resources\\Shaders\\sh_DepthMask.fs\" />\n+ <None Remove=\"Resources\\Shaders\\sh_DepthMask.vs\" />\n+ </ItemGroup>\n<ItemGroup>\n<PackageReference Include=\"ppy.osu.Game\" Version=\"2022.409.0\" />\n</ItemGroup>\n" } ]
C#
MIT License
taulazer/tau
create basic masking shaders and masked slider ticks
664,859
20.04.2022 05:23:43
14,400
48e45dee8456f18ae1311fd1c7e10123f6d69dcf
Simplify test scenes
[ { "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.Rulesets.Scoring;\nusing osu.Game.Rulesets.Tau.Objects;\nusing osu.Game.Rulesets.Tau.Statistics;\n-using osu.Game.Rulesets.Tau.UI;\nusing osu.Game.Tests.Beatmaps;\n-using osu.Game.Tests.Visual;\nusing osuTK;\nusing osuTK.Graphics;\nnamespace osu.Game.Rulesets.Tau.Tests\n{\n- public class TestScenePaddleDistribution : OsuTestScene\n+ public class TestScenePaddleDistribution : TauTestScene\n{\n- private readonly TauCachedProperties properties = new();\n- private float angleRange => (float)properties.AngleRange.Value;\n+ private float angleRange => (float)Properties.AngleRange.Value;\n[Test]\npublic void TestManyDistributionEvents()\n{\nvar beatmap = new TestBeatmap(new TauRuleset().RulesetInfo);\n- properties.SetRange(beatmap.Difficulty.CircleSize);\n+ Properties.SetRange(beatmap.Difficulty.CircleSize);\ncreateTest(createDistributedHitEvents());\n}\n@@ -32,7 +29,7 @@ public void TestManyDistributionEvents()\npublic void TestToCenter()\n{\nvar beatmap = new TestBeatmap(new TauRuleset().RulesetInfo);\n- properties.SetRange(beatmap.Difficulty.CircleSize);\n+ Properties.SetRange(beatmap.Difficulty.CircleSize);\nvar events = new List<HitEvent>();\n@@ -54,7 +51,7 @@ public void TestToCenter()\npublic void TestToEdges()\n{\nvar beatmap = new TestBeatmap(new TauRuleset().RulesetInfo);\n- properties.SetRange(beatmap.Difficulty.CircleSize);\n+ Properties.SetRange(beatmap.Difficulty.CircleSize);\nvar events = new List<HitEvent>();\n" } ]
C#
MIT License
taulazer/tau
Simplify test scenes
664,859
20.04.2022 06:24:41
14,400
7b4fb88b9fb41bb3f48aea0dede3244c9af843b3
Fix auto generator issues and cleanup code a bit
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModHardRock.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModHardRock.cs", "diff": "@@ -10,7 +10,6 @@ public class TauModHardRock : ModHardRock, IApplicableToHitObject\npublic void ApplyToHitObject(HitObject hitObject)\n{\n- // TODO: Change slider's angles too.\nif (hitObject is not IHasAngle angledHitObject)\nreturn;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModRelax.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModRelax.cs", "diff": "@@ -101,6 +101,7 @@ private void checkNormal(Playfield playfield, IEnumerable<DrawableHitObject<TauH\nelse if (normal.isDown && time - lastStateChangeTime > AutoGenerator.KEY_UP_DELAY)\nchangeNormalState(false, time);\n+ // TODO: Replace with DrawableAngledTauHitObject.\nvoid handleBeat(DrawableBeat beat)\n{\nif (beat.CheckValidation != null && !beat.CheckValidation(beat.HitObject.Angle).IsValid)\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderHead.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderHead.cs", "diff": "@@ -13,6 +13,7 @@ public DrawableSliderHead(Beat hitObject)\n{\n}\n+ // TODO: This probably shouldn't be here?\nprotected override float GetCurrentOffset() => Slider.HitObject.Angle;\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "diff": "@@ -24,6 +24,8 @@ public double Duration\npublic double EndTime => StartTime + Duration;\n+ public SliderNode EndNode => Nodes.LastOrDefault();\n+\npublic override IList<HitSampleInfo> AuxiliarySamples => CreateSlidingSamples().Concat(TailSamples).ToArray();\npublic IList<HitSampleInfo> CreateSlidingSamples()\n@@ -144,6 +146,8 @@ private void updateNestedSamples()\nprotected override HitWindows CreateHitWindows() => HitWindows.Empty;\n+ public float GetAbsoluteAngle(SliderNode node) => Angle + node.Angle;\n+\npublic int RepeatCount { get; set; }\npublic IList<IList<HitSampleInfo>> NodeSamples { get; set; } = new List<IList<HitSampleInfo>>();\n" } ]
C#
MIT License
taulazer/tau
Fix auto generator issues and cleanup code a bit
664,859
20.04.2022 06:27:26
14,400
2c83090eaa83af2de387b6cbd0d25b3ef525b10e
do the to do
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Mods/TauModRelax.cs", "new_path": "osu.Game.Rulesets.Tau/Mods/TauModRelax.cs", "diff": "@@ -78,12 +78,12 @@ private void checkNormal(Playfield playfield, IEnumerable<DrawableHitObject<TauH\nswitch (h)\n{\ncase DrawableBeat beat:\n- handleBeat(beat);\n+ handleAngled(beat);\nbreak;\ncase DrawableSlider slider:\nif (!slider.SliderHead.IsHit)\n- handleBeat(slider.SliderHead);\n+ handleAngled(slider.SliderHead);\nrequiresHold |= slider.IsWithinPaddle();\nbreak;\n@@ -101,14 +101,14 @@ private void checkNormal(Playfield playfield, IEnumerable<DrawableHitObject<TauH\nelse if (normal.isDown && time - lastStateChangeTime > AutoGenerator.KEY_UP_DELAY)\nchangeNormalState(false, time);\n- // TODO: Replace with DrawableAngledTauHitObject.\n- void handleBeat(DrawableBeat beat)\n+ void handleAngled<T>(DrawableAngledTauHitObject<T> obj)\n+ where T : AngledTauHitObject\n{\n- if (beat.CheckValidation != null && !beat.CheckValidation(beat.HitObject.Angle).IsValid)\n+ if (!obj.IsWithinPaddle())\nreturn;\n- Debug.Assert(beat.HitObject.HitWindows != null);\n- requiresHit |= beat.HitObject.HitWindows.CanBeHit(time - beat.HitObject.StartTime);\n+ Debug.Assert(obj.HitObject.HitWindows != null);\n+ requiresHit |= obj.HitObject.HitWindows.CanBeHit(time - obj.HitObject.StartTime);\n}\n}\n" } ]
C#
MIT License
taulazer/tau
do the to do
664,859
20.04.2022 06:54:39
14,400
f3506647678af05f077e611bd38492b71ed9b800
Only show slider particles during kiais
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Extensions.cs", "new_path": "osu.Game.Rulesets.Tau/Extensions.cs", "diff": "@@ -52,6 +52,14 @@ public static void NormalizeAngle(this ref float angle)\nif (angle >= 360) angle %= 360;\n}\n+ public static float Normalize(this float angle)\n+ {\n+ if (angle < 0) angle += 360;\n+ if (angle >= 360) angle %= 360;\n+\n+ return angle;\n+ }\n+\npublic static float Remap(this float value, float x1, float x2, float y1, float y2)\n{\nvar m = (y2 - y1) / (x2 - x1);\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableAngledTauHitObject.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableAngledTauHitObject.cs", "diff": "@@ -44,7 +44,7 @@ protected override void OnFree()\nprotected override bool CheckForValidation() => IsWithinPaddle();\n- public bool IsWithinPaddle() => CheckValidation != null && CheckValidation(HitObject.Angle + GetCurrentOffset()).IsValid;\n+ public bool IsWithinPaddle() => CheckValidation != null && CheckValidation((HitObject.Angle + GetCurrentOffset()).Normalize()).IsValid;\nprotected override void ApplyCustomResult(JudgementResult result)\n{\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs", "diff": "@@ -93,23 +93,28 @@ public void OnNewResult(DrawableHitObject judgedObject)\nswitch (judgedObject.HitObject)\n{\ncase IHasAngle angle:\n- updateAmplitudes(angle.Angle);\n+ updateAmplitudes(angle.Angle, 0.5f);\nbreak;\ncase HardBeat _:\nfor (int i = 0; i < 360; i += 90)\n{\n- updateAmplitudes(i);\n+ updateAmplitudes(i, 0.5f);\n}\nbreak;\n}\n}\n- private void updateAmplitudes(float angle)\n+ public void UpdateSliderPosition(float angle)\n+ {\n+ updateAmplitudes(angle, 0.25f);\n+ }\n+\n+ private void updateAmplitudes(float angle, float multiplier)\n{\nvar barIndex = Math.Clamp((int)angle.Remap(0, 360, 0, bars_per_visualiser), 0, bars_per_visualiser);\n- amplitudes[barIndex] += 0.5f;\n+ amplitudes[barIndex] += multiplier;\nfor (int i = 1; i <= bar_spread; i++)\n{\n@@ -122,7 +127,7 @@ private void updateAmplitudes(float angle)\nif (indexRight >= bars_per_visualiser)\nindexRight -= bars_per_visualiser;\n- var amplitude = Interpolation.ValueAt(i, 0.0f, 0.3f, bar_spread, 1, Easing.InQuint);\n+ var amplitude = Interpolation.ValueAt(i, 0.0f, multiplier * 0.75f, bar_spread, 1, Easing.InQuint);\namplitudes[indexLeft] += amplitude;\namplitudes[indexRight] += amplitude;\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/EffectsContainer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/EffectsContainer.cs", "diff": "@@ -66,7 +66,7 @@ public void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)\npublic void TrackSlider(float angle, DrawableSlider slider)\n{\n- if (!slider.Tracking.Value)\n+ if (!slider.Tracking.Value || !slider.HitObject.Kiai)\nreturn;\ncurrentTrackingTime += Time.Elapsed;\n@@ -76,6 +76,7 @@ public void TrackSlider(float angle, DrawableSlider slider)\ncurrentTrackingTime = 0;\nsliderEffects.UpdateSliderPosition(angle);\n+ visualizer.UpdateSliderPosition(angle);\n}\n}\n}\n" } ]
C#
MIT License
taulazer/tau
Only show slider particles during kiais
664,859
20.04.2022 06:57:12
14,400
7a6f5247a756f0e604715d7931f2f4304e51ba15
Fix drawable judgement positioning on slider heads.
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauJudgement.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauJudgement.cs", "diff": "@@ -45,6 +45,7 @@ protected override void PrepareForUse()\nvar angle = JudgedObject switch\n{\n+ DrawableSliderHead h => h.Slider.HitObject.Angle,\nDrawableBeat b => b.HitObject.Angle,\nDrawableSlider s => s.HitObject.GetAbsoluteAngle(s.HitObject.EndNode),\n_ => 0f\n" } ]
C#
MIT License
taulazer/tau
Fix drawable judgement positioning on slider heads.
664,859
20.04.2022 16:38:24
14,400
f1df2e1c984fe4e75c45a70e86794224cb9989e7
Fix judgements and kiai effects applying elsewhere
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs", "diff": "@@ -82,7 +82,6 @@ protected override void AddNestedHitObject(DrawableHitObject hitObject)\nswitch (hitObject)\n{\ncase DrawableSliderHead head:\n- head.Slider = this;\nheadContainer.Child = head;\nbreak;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderHead.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSliderHead.cs", "diff": "{\npublic class DrawableSliderHead : DrawableBeat\n{\n- public DrawableSlider Slider;\n+ public DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject;\npublic DrawableSliderHead()\n{\n@@ -13,7 +13,6 @@ public DrawableSliderHead(Beat hitObject)\n{\n}\n- // TODO: This probably shouldn't be here?\n- protected override float GetCurrentOffset() => Slider.HitObject.Angle;\n+ protected override float GetCurrentOffset() => DrawableSlider.HitObject.Angle;\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauJudgement.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauJudgement.cs", "diff": "@@ -45,9 +45,8 @@ protected override void PrepareForUse()\nvar angle = JudgedObject switch\n{\n- DrawableSliderHead h => h.Slider.HitObject.Angle,\n+ DrawableAngledTauHitObject<AngledTauHitObject> { HitObject: IHasOffsetAngle ang } => ang.GetAbsoluteAngle(),\nDrawableBeat b => b.HitObject.Angle,\n- DrawableSlider s => s.HitObject.GetAbsoluteAngle(s.HitObject.EndNode),\n_ => 0f\n};\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Slider.cs", "diff": "namespace osu.Game.Rulesets.Tau.Objects\n{\n- public class Slider : AngledTauHitObject, IHasRepeats\n+ public class Slider : AngledTauHitObject, IHasRepeats, IHasOffsetAngle\n{\npublic double Duration\n{\n@@ -112,6 +112,7 @@ protected override void CreateNestedHitObjects(CancellationToken cancellationTok\ncase SliderEventType.Head:\nAddNested(HeadBeat = new SliderHeadBeat\n{\n+ ParentSlider = this,\nStartTime = StartTime,\nAngle = Nodes[0].Angle\n});\n@@ -122,6 +123,7 @@ protected override void CreateNestedHitObjects(CancellationToken cancellationTok\nvar pos = Path.PositionAt(time / Duration);\nAddNested(new SliderRepeat\n{\n+ ParentSlider = this,\nRepeatIndex = e.SpanIndex,\nStartTime = StartTime + time,\nAngle = pos.Y\n@@ -148,6 +150,8 @@ private void updateNestedSamples()\npublic float GetAbsoluteAngle(SliderNode node) => Angle + node.Angle;\n+ public float GetOffsetAngle() => EndNode.Angle;\n+\npublic int RepeatCount { get; set; }\npublic IList<IList<HitSampleInfo>> NodeSamples { get; set; } = new List<IList<HitSampleInfo>>();\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/SliderRepeat.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/SliderRepeat.cs", "diff": "namespace osu.Game.Rulesets.Tau.Objects\n{\n- public class SliderRepeat : Beat\n+ public class SliderRepeat : Beat, IHasOffsetAngle\n{\npublic int RepeatIndex { get; set; }\n+ public Slider ParentSlider { get; set; }\n+\n+ public float GetOffsetAngle() => ParentSlider.Angle;\n+\nprotected override HitWindows CreateHitWindows() => HitWindows.Empty;\n}\n}\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Effects/KiaiEffect.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Effects/KiaiEffect.cs", "diff": "@@ -33,7 +33,8 @@ public void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)\n{\nvar emitter = judgedObject.HitObject switch\n{\n- IHasAngle angle => getEmitterForAngle(angle, result),\n+ IHasOffsetAngle angle => getEmitterForAngle(angle.GetAbsoluteAngle(), result),\n+ IHasAngle angle => getEmitterForAngle(angle.Angle, result),\nHardBeat => getEmitterForHardBeat(result),\n_ => new T()\n};\n@@ -56,11 +57,11 @@ public void UpdateSliderPosition(float angle)\nemitter.ApplyAnimations();\n}\n- private Emitter getEmitterForAngle(IHasAngle angle, JudgementResult result)\n+ private Emitter getEmitterForAngle(float angle, JudgementResult result)\n=> Get(e => e.Apply(new Emitter.EmitterSettings\n{\nAmount = 10,\n- Angle = angle.Angle,\n+ Angle = angle,\nInversed = properties?.InverseModEnabled?.Value ?? false,\nColour = colour.ForHitResult(result.Type)\n}));\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs", "new_path": "osu.Game.Rulesets.Tau/UI/Effects/PlayfieldVisualizer.cs", "diff": "@@ -92,6 +92,10 @@ public void OnNewResult(DrawableHitObject judgedObject)\n{\nswitch (judgedObject.HitObject)\n{\n+ case IHasOffsetAngle offset:\n+ updateAmplitudes(offset.GetAbsoluteAngle(), 0.5f);\n+ break;\n+\ncase IHasAngle angle:\nupdateAmplitudes(angle.Angle, 0.5f);\nbreak;\n" }, { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs", "diff": "@@ -118,8 +118,12 @@ private void onJudgmentLoaded(DrawableTauJudgement judgement)\nprivate void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\n{\n- judgementLayer.Add(poolDictionary[result.Type].Get(doj => doj.Apply(result, judgedObject)));\neffectsContainer.OnNewResult(judgedObject, result);\n+\n+ if (!judgedObject.DisplayResult || !DisplayJudgements.Value)\n+ return;\n+\n+ judgementLayer.Add(poolDictionary[result.Type].Get(doj => doj.Apply(result, judgedObject)));\n}\nprivate class DrawableJudgementPool : DrawablePool<DrawableTauJudgement>\n" } ]
C#
MIT License
taulazer/tau
Fix judgements and kiai effects applying elsewhere
664,859
20.04.2022 23:28:46
14,400
57c034edfbf8035a16bf55b517ec56712e783f0e
Add more extreme test cases for beats and sliders. Fix auto generator too.
[ { "change_type": "MODIFY", "old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauJudgement.cs", "new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauJudgement.cs", "diff": "@@ -45,7 +45,8 @@ protected override void PrepareForUse()\nvar angle = JudgedObject switch\n{\n- DrawableAngledTauHitObject<AngledTauHitObject> { HitObject: IHasOffsetAngle ang } => ang.GetAbsoluteAngle(),\n+ DrawableAngledTauHitObject<Slider> { HitObject: IHasOffsetAngle ang } => ang.GetAbsoluteAngle(),\n+ DrawableAngledTauHitObject<Beat> { HitObject: IHasOffsetAngle ang } => ang.GetAbsoluteAngle(),\nDrawableBeat b => b.HitObject.Angle,\n_ => 0f\n};\n" } ]
C#
MIT License
taulazer/tau
Add more extreme test cases for beats and sliders. Fix auto generator too.
664,869
21.04.2022 17:18:39
14,400
6a5a0c33f7850ab56f04d632503fcb36e349495d
Automatically include discord server in release notes
[ { "change_type": "MODIFY", "old_path": ".github/workflows/release.yml", "new_path": ".github/workflows/release.yml", "diff": "@@ -36,6 +36,9 @@ jobs:\n# Installation:\nTo install this ruleset just simply put this .DLL file onto your `osu/Rulesets` directory under `%appdata%`/.\nosu!lazer will do the rest for you.\n+\n+ Have a feature to suggest? Or encountered a bug? Or just want to chat with other people interested in tau?\n+ [Join the discord server](https://discord.gg/GZ9R9vjFNW)!\n- name: Upload Release Asset\nid: upload-release-asset\nuses: actions/upload-release-asset@master\n" } ]
C#
MIT License
taulazer/tau
Automatically include discord server in release notes