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@pull pull bot added the ⤵️ pull label Feb 8, 2022
peppy and others added 29 commits December 16, 2025 23:52
Adjust message on successful report to match bancho
Fix replay fail indicator not using fail sample from beatmap skin
* Fix(Matchmaking): Prevent mod track adjustments from applying BGM speed in queue

* replaced modification of MusicController directly with a property change.

* formatted
This didn't end up feeling as good as I hoped. Will revise at a later
stage, adding beat sync in another way that isn't jank transforms on the
progress bars.

Also closes #35972.
The previous multiplier was supposed to account for seeking backwards
being "slower" because the track is playing forwards, but it really
didn't work amazingly.

Rather than trying to pull off some magic, let's just ensure that seeks
in both directions feel correct, even if that means that time gradually
moves forwards.

Closes #35998 (mostly).

Of note, this still doesn't match stable completely. I attempted to
implement the full stable seeking algorithm but it's objectively worse
in other scenarios, so I'd rather just tweak what we have until the
majority of users are happy.
… apart

First part of #36039, see also
#33784.

The goal is to add this back to the set panels too, but that one is more
complicated than this if you can believe it (because it requires being
able to tell which other difficulties of the set are filtered out to
fade them out). I also foresee the display logic to vary significantly
there.

Of note, for this to work in beatmaps-split-apart mode, this requires a
change of behaviour in the filtering logic. Old song select when given a
"selected beatmap set" would *include* that in results regardless of the
filter, but that doesn't work for beatmaps-split-apart for reasons that
are hopefully obvious, so this changes the behaviour to *entirely
bypass* the filter and just show the set. Unsure how angry will people
be with that.

Also of note, when in the scoped mode, altering any filter criteria will
dismiss the scope.
Remove beat sync from skip / break overlay
Adjust editor seeking to be fairer when track is playing
Remove UI scaling in quick play
Closes #36052.

Not much more to say here. Until now the `PreEmpt` typing discrepancy
has likely gone unnoticed since it's usually only used in visual usages.
The new ones added in this change don't play the UI sounds, likely
because they make it nigh impossible to actually hear what the gameplay
samples will sound like.

This removes the same sounds from the existing buttons to match.
peppy and others added 30 commits January 10, 2026 01:44
Implements ppy/osu-web#12363

There's one less colour in the spectrum than in the [web
code](https://github.com/ppy/osu-web/pull/12363/changes#diff-a9bdefd7233ca98f7f89cd76213aba5d869ae0424c8e79d1e322abd3e43462fbR31)
because the spectrum was actually defined incorrectly and has [one less
domain entry than it
should](https://github.com/ppy/osu-web/pull/12363/changes#diff-a9bdefd7233ca98f7f89cd76213aba5d869ae0424c8e79d1e322abd3e43462fbR29).
I've chose to not add it because of consistency with the web and because
it looked pretty ugly (it was pretty much unreadable)

<img width="1361" height="814" alt="image"
src="https://github.com/user-attachments/assets/5f9d7a93-3e28-4b8c-952c-0abd6f8c2cc3"
/>
<img width="805" height="647" alt="image"
src="https://github.com/user-attachments/assets/b060cba7-3beb-4bb5-8d50-6210e8417715"
/>
Fix broken date formatting in some languages on several overlays
Fixes https://osu.ppy.sh/community/forums/topics/2169899?n=1.

`TimePreempt` doesn't affect the appearance of a spinner, but it *will*
affect the value of `GameplayStartTime`:

	https://github.com/ppy/osu/blob/4bf90a5571bb508444178f3d98a2b2a10c549534/osu.Game.Rulesets.Osu/UI/DrawableOsuRuleset.cs#L82-L91

While at parsing it is enforced that every object following a spinner
has `NewCombo` set, it is *not* enforced that every spinner has
`NewCombo` set. See also: #24156.

But that's sort of orthogonal to the entire issue as well because why
touch the preempt of an object that's not visually affected by preempt
to begin with.
Fix Freeze Frame mod suppressing skip if the first object is a spinner
…anging language (#36303)

Fixes #36274 

**Change:**
Registered a `BindValueChanged` callback on each TabItem’s
`Text.Current` to ensure the underline indicator (strip) updates
whenever the displayed tab text changes and calling `updateDisplay`
accordingly to update the underline.

**Result:**


https://github.com/user-attachments/assets/6fb95a46-c768-46ec-a68a-a5e394e08a78

---------

Signed-off-by: Linus Genz <linuslinuxgenz@gmail.com>
Co-authored-by: Dean Herbert <pe@ppy.sh>
~i recently saw an suggestion to do this, but don't remember where~

- addresses #36189

i think it's logical, since the settings have been displayed in a
separate overlay for more than six months, and not on top of the
gameplay itself, and for example, it can be difficult to expand section
on phones

| master | pr |
|-|-|
| <img width="1920" height="1080" alt="osu_2026-01-12_09-40-23"
src="https://github.com/user-attachments/assets/35d15ce6-ce12-4a9a-be4e-d72043dfb91a"
/> | <img width="1920" height="1080" alt="osu_2026-01-12_09-39-40"
src="https://github.com/user-attachments/assets/225d75db-1719-48dc-a65f-16272cca8295"
/> |
…-notifications

# Conflicts:
#	osu.Game/Localisation/NotificationsStrings.cs
…o localisation/osu-game-notifications

# Conflicts:
#	osu.Game/Localisation/NotificationsStrings.cs
…und-reveal

Hide cursor during background reveal in song select
Fix skin section buttons disappearing when searching for plural "skins"
…tions

Localise some more notification/updater strings
Addresses concerns in
#36193 (comment) (excluding
the last part, that is too involved and I can't imagine any workaround
for it due to how strict the `Dropdown` structure is). Also adds
truncation/padding to header label and search bar.

Preview:


https://github.com/user-attachments/assets/8885cb90-44dc-42ee-af21-cb33f7723e63
…rovided provider property

The property used here is listed in SignalR documentation:

	https://learn.microsoft.com/en-us/aspnet/core/signalr/authn-and-authz?view=aspnetcore-10.0#bearer-token-authentication

While in practice this probably has zero bearing on anything,
theoretically the way proposed in this commit is more correct.
As the documentation states, with some transports the token may need to
be renewed if it expires, which providing it via a header as done
previously would not achieve, while going through `API.AccessToken`
every time will perform a token refresh if one is needed.
Clean up `HubClientConnector` configuration
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