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Releases: ppy/osu

2024.718.0

18 Jul 07:12
99c5025
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Audio

New samples for ruleset selector (ppy/osu-resources#327 by @nekodex)

A refresh of the ruleset selector samples.

Add a 'ducking' effect to the currently playing track when changing ruleset (#28547 by @nekodex)

Smaller changes

  • Fix low pass filter sometimes not applied in dialog overlays (#28652 by @smoogipoo)
  • Refreshed some UI samples (ppy/osu-resources#329 by @nekodex)
  • UI SFX Tweaks/Updates (#28832 by @nekodex)
      • Tweaked 'tick' sample looping behaviour of PopupDialogDangerousButton to better suit new sample
  • Fixes 'tick' sample playing when dialog first appears (regression from #28652)
  • Play different samples for scroll-to-top vs scroll-to-previous

Code Quality

Editor

Fix editor performance dropping over time when hit markers are enabled (#28592 by @peppy)

Fix beatmap exports breaking in stable (#28609 by @smoogipoo)

Fix editor performance regression with hitmarkers active (#28621 by @bdach)

Fix editor test play not marking hit objects before its start time as judged. (#26465 by @LeNitrous)

Add hexagonal and circular grid options (#26310 by @OliBomby)

Allow to jump to a specific timestamp via bottom bar in editor (#28511 by @bdach)

Apparently this is a stable feature and is helpful for modding / dealing with timestamps outside of web.

Reimplement missing gameplay test hotkeys from stable (#28705 by @bdach)

  • Tab to toggle autoplay
  • Ctrl-P to toggle pause
  • F1 for quick exit at initial position
  • F2 for exit at current position

Change editor speed adjustment back to adjusting tempo (#28521 by @bdach)

The important distinction here is that to prevent misuse when timing, the control will revert to 1.0x speed and disable when moving to timing screen, with a tooltip explaining why.

Always inherit the volume from the previous hit object on placement (#28728 by @OliBomby)

Before this PR the next hit object you place would only inherit volume from the previous hit object if you have the 'Auto' bank selected. If you had any other bank selected, the volume would default to 100. Now I made it always inherit volume from the previous hit object. I think this better matches the user's expectation and mimics stable behaviour.

Allow inheriting addition bank from previous hitobject when using auto bank assignment (#28727 by @OliBomby)

Placing hit objects with additions would always result in a normal addition bank when using the 'Auto' bank assignment mode. Now it will inherit the addition bank from the previous hit object if it has additions, or inherit from the normal bank if the previous hit object has no additions.

Fix node samples always having default samples on placement (#28726 by @OliBomby)

Placing a slider with a specific bank, hitsound, or volume would only affect the body samples while the node samples would be the default normal bank with 100 volume. Node samples should be identical to the hit object's samples when placing.

Automatically select all text when focusing sample bank/volume textboxes in editor (and number boxes in general) (#28805 by @frenzibyte)

Add ability to edit beatmap content externally (#28800 by @peppy)

Adjust editor timelines to address most frequent UI complaints (#28788 by @bdach)

The main user complaints in question are:

  • Slider velocity display covers tick lines
  • Bottom timeline is too large for the value it provides
  • Bottom timeline dots are not readable
  • Bottom timeline colours aren't what are expected

Add tooltips to summary timeline display (#28831 by @peppy)

Knowing what anything means on this timeline as a new user is quite some trial-and-error effort. This should improve things a bit.

osu.2024-07-12.at.07.38.43.mp4

Smaller changes

  • Fix break generation not accounting for concurrent hitobjects correctly (#28630 by @peppy)
  • Improve performance of editor tables (#28613 by @bdach)
  • Fix editor not loading arbitrary beat divisors (#28638 by @OliBomby)
  • Show distance in pixels to previous/next object in osu! hitobject inspector (#28640 by @bdach)
  • Fix summary timeline not correctly updating after changes to breaks (#28686 by @peppy)
  • Include node samples when changing additions and banks (#28711 by @bdach)
  • Fix slider tail volume not saving (#28619 by @bdach)
  • Add option to remove breaks via right click (#28707 by @bdach)
  • Extend slider selection box bounds to contain all control points inside (#28522 by @bdach)
    • Previously, the selection box was only guaranteed to contain the actual body of the slider itself, the control point nodes were allowed to exit it. This lead to a lot of weird interactions with the selection box controls (rotation/drag handles, also the buttons under/over it) as the slider anchors could overlap with them.
before after
osu_2024-06-18_10-31-55 osu_2024-06-18_10-32-30

Recent feedback has indicated that users deem having to right-click-and-context-menu to change slider control point type too cumbersome. While the original stable of shift-click can't currently work well, here's an alternative proposal.

  • During slider placement, press Tab and Shift-Tab to change the type of the first control point in the currently-placed segment.
  • During slider placement, press S to start a new segment of the path. While this was previously possible via double-clicking, I added this because I realised I didn't know how a user would do this before I looked into source, and the double-click flow seemed really janky.
  • After the slider has been placed, select a single anchor and press Tab and Shift-Tab to change the type of its anchor. In contrast to slider placement, if selecting a non-first control point, inherit is an available option when cycling.
  • Additionally, the following bindings are available for using specific curve types:
    Alt-1 is linear
    Alt-2 is bezier
    Alt-3 is perfect curve
    Alt-4 is B-spline
    Alt-5 is inherited (only applicable in selection mode)

The bindings are not rebindable because I would have to put an osu!-specific editor binding in the main project which feels wrong.

  • Fix editor not updating ruleset when switching difficulty (#28738 by @frenzibyte)
  • Fix incorrect ternary state computation for bank toggles (#28746 by @bdach)
  • Fix editor player crashing with UR counter present in skin (#28767 by @bdach)
  • Fix editor menus overflowing off-screen (#28765 by @bdach)
  • Fix editor playback control not removing correct adjustment (#28770 by @bdach)
  • Fix CurrentTimeAccurate being inaccurate (#28772 by @OliBomby)
  • Fix composer disappearing when undoing change to control points (#28776 by @bdach)
  • Simplify realm model tracking in BeatmapCarousel (and fix hard delete handling) (#28769 by @peppy)
  • Adjust editor UI opacity tweens to be less "flashy" (#28787 by @peppy)
  • Improve performance of automatic break regeneration (#28801 by @bdach)
  • Remove setup screen controls that do nothing useful (#28806 by @bdach)
  • Match osu!mania editor playfield time range with t...
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2024.625.2

25 Jun 16:39
82bc95e
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Editor

Fix crash when attempting to adjust duration of break that has no preceding/succeeding objects (#28580 by @bdach)

Fix crashes when opening scale/rotation popovers during selection box operations (#28589 by @bdach)

Fix editor performance dropping over time when hit markers are enabled (#28592 by @peppy)

Framework

Fix video decoding failing on Android due to missing av_dict_{set,free} (ppy/osu-framework#6313 by @bdach)

Update framework (#28590 by @peppy)

Gameplay (osu!)

Fix incorrect slider judgement positions when classic mod is active (#28568 by @bdach)

Gameplay (osu!mania)

Fix legacy skin hold note bodies not appearing when scrolling upwards (#28570 by @bdach)

Online

Implement score breakdown display for daily challenge screen (#28561 by @bdach)

Coming soon.

UI

Fix silver S rank display animating on every hit (#28576 by @PercyDan54)

Fix crash on calculating playlist duration when rate-changing mods are present (#28572 by @bdach)

Full Changelog: 2024.625.1...2024.625.2

2024.625.0

25 Jun 06:10
442705b
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Editor

Fix changing slider path segment type not being undoable (#26423 by @B3nn1)

Add precise scaling control to osu! editor (#28309 by @OliBomby)

This adds the scale popover tool from osu!stable to lazer. I tried to mimic the original functionality as closely as possible, and in some aspects improve it.

The default hotkey for the scaling tool which is Ctrl+E (to avoid conflicts with the skin layout editor).

The maximum value of the scale slider is determined based on the current choice of origin and axis. The maximum value will always be the maximum scaling value that still keeps the scaling objects on screen.

This also slightly changes how the rotation popover works. Now it will automatically select the text in the textbox input, so the user can instantly type the value they want after opening the tool.

osu Game Rulesets Osu Tests_EcLev87sNt

Fix legacy osu!mania note body animation not resetting sometimes (#28339 by @bdach)

Add ability to change position, spacing, and rotation of the positional snap grid in the editor (#26309 by @OliBomby)

Allow flip operations in mania editor (#28421 by @bdach)

Fix stack leniency not applying immediately after change (#28441 by @bdach)

Fix changing key count in editor not immediately updating (#28445 by @bdach)

Allow modifying hold note start/end time via mania composer playfield (#28458 by @bdach)

Move timeline toggle controls to "view" menu (#28505 by @bdach)

osu_2024-06-17_10-26-02

master b42752c 03049d4
osu_2024-06-17_10-24-16 osu_2024-06-17_10-24-57 osu_2024-06-17_10-25-54
editor playfield scale gameplay playfield scale
osu_2024-06-17_10-31-38 osu_2024-06-17_10-31-34

Reduce editor opacity of several editor components when hovering over composer (#28507 by @bdach)

Add support for editing per-node hitsounds on sliders (#23443 by @OliBomby)

osu Game Rulesets Osu Tests_y2uv5bNj0B

Display breaks on editor timeline & allow manually adjusting their duration (#28523 by @bdach)

Add automatic generation of breaks in editor (#28528 by @bdach)

Breaks are automatically inserted between objects if there is ample time to do so, namely there must be at least:

  • 200ms between the last object before break and the break's start
  • 650ms for the break itself
  • 2 beat lengths between the break's end and the first object after break. This is a departure from stable wherein this was ruleset- and AR-dependent (by way of using preempt time), but in talking with the NAT it looked like most didn't know the specifics of how that worked so I decided I'd just use something simpler. This also probably works better for something like mania wherein the "preempt time" is largely user-settings-dependent (scroll speed).

Breaks that have been manually adjusted are not moved by the automatic regeneration on changes, unless they would break gameplay (by having an object's duration intersect a break), in which case they are forcibly removed. This manual adjustment tracking state is dodgy at best (will not work properly with undo/redo, because this info is not and should not be serialised out by the legacy beatmap encoder, which means that the manual tracking will be dropped upon undo), but it is what it is. That subsystem needs to get replaced by something else at some point anyway.

Fix osu!taiko playfield not updating after changing scroll speed (#28444 by @bdach)

Smaller changes

  • Refactor scale handling in editor to facilitate reuse (#26643 by @OliBomby)
  • Fix path blueprint becoming de-synced from slider path size (#28288 by @Hecatia-Lapislazuli)
  • Fix editor not saving when textbox is focused during exit procedure (#26717 by @peppy)
  • Fix for nearly straight sliders causing a crash (#28297 by @Hecatia-Lapislazuli)
  • Fix performance overhead from ternary state bindable callbacks when selection is changing (#28387 by @bdach)
  • Disallow running save-related operations concurrently (#28420 by @bdach)
  • Fix crash on drag selection via timeline while placement is active (#28478 by @bdach)

Framework

Gameplay

Add skinnable rank display (#24475 by @nanashi-1)

Screenshot from 2023-08-08 11-43-59

Implement basic pass and fail storyboard layer support (#28480 by @bdach)

Smaller changes

  • Enforce difficulty setting limits during decode (#28200 by @Hecatia-Lapislazuli)
    • Fixes some edge case beatmaps not working as expected.
  • Fix cinema mod not hiding playfield skin layer (#28332 by @peppy)
  • Hand...
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2024.521.2

21 May 07:26
20a539b
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What's Changed

SDL3 reverted

Full Changelog: 2024.521.1...2024.521.2

2024.519.1

19 May 09:00
5e1f696
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What's Changed

  • Fix total score without mods migration failing on custom ruleset scores when custom ruleset cannot be loaded by @bdach in #28213

Full Changelog: 2024.519.0...2024.519.1

2024.519.0

19 May 06:42
9fcd3b5
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Audio

Reduce startup volume (#28031 by @peppy)

Constant complaints about startup volume mean we should reduce it further and let users adjust as they see fit.

Values are from matching roughly with Apple Music volume of the same song, which should be a good guideline for not overpowering other things on system.

Smaller changes

  • Fix preview tracks playing after their owning overlay has hidden (#27898 by @bdach)

Editor

Add a chevron to distinguish editor menus with submenus (#27974 by @peppy)

Before After
2024-04-23 21 34 46@2x 2024-04-23 21 36 37@2x

Preserve storyboard events when saving a beatmap in the editor (#28033 by @peppy)

Until we have full encoding support for storyboards, this stop-gap measure ensures that storyboards don't just disappear from existence. Without this, saving a beatmap in the editor removes all local storyboard content (ie. anything in the .osu file). The most noticeable is any video background.

Smaller changes

  • Improve performance in timing setup screen (#27958 by @EVAST9919)
    • |master|pr|
      |---|---|
      |osu_2024-04-21_17-42-22|osu_2024-04-21_17-43-25|
  • Add verify checks for incorrect audio formats (#27895 by @64ArthurAraujo)
  • Fix deleting modified difficulty via editor leaving user in broken state (#27996 by @bdach)
    • If the difficulty being edited has unsaved changes, the editor exit flow would prompt for save after the deletion method has run. This is undesirable from a UX standpoint, and also leaves the user in a broken state.
  • Fully refetch working beatmap when entering editor (#27997 by @bdach)
  • Fix adding slider control points via context menu not undoing correctly (#27993 by @bdach)
  • Fix changing distance spacing multiplier hiding the distance snap grid when it's already shown (#28066 by @bdach)
  • Improve slider placement performance (#28102 by @EVAST9919)
  • Reduce container nesting inside PathControlPointPiece (#28205 by @EVAST9919)

Framework

Fix texture memory leak in Direct3D (ppy/osu-framework#6250 by @smoogipoo)

If you were seeing sluggish performance the longer the game was running (and potentially switched your renderer as a result), please give direct3d another chance!

Upgrade to SDL3 (#27815 by @Susko3)

Migrate Android framework to SDL (ppy/osu-framework#6105 by @hwsmm)

Removes a lot of legacy code and means we have less things to worry about with android.

Smaller changes

Gameplay

Tweak resume overlay to allow better visibility of hit objects underneath (#28050 by @peppy)

This change decreases alpha as the count proceeds. It also adds an initial delay before the countdown starts, to make things feel a bit less jank when resuming gameplay. Had to restructure slightly to make that part work.

Don't hide playfield layer with HUD (#28062 by @peppy)

Touched on in #12039. I think this makes sense - things which are attached to the playfield are expected to always be attached and not disappear. Something like an osu!mania health bar.

This gives users a way to make elements always display (regardless of the HUD hide setting) which is also cool.

Improve storyboard performance by using native loop support (#27539 by @frenzibyte)

Smaller changes

  • Fix storyboard videos not accepting transforms (#27967 by @peppy)
    • In stable, storyboard videos can actually accept all kinds of transforms just like other sprites. That wasn't working until now.
  • Continue loading even when osu! logo is being dragged at loading screen (#28174 by @peppy)

Gameplay (osu!)

  • Add Traceable performance calculation support (#27148 by @Givikap120)
  • Fix resume overlay not appearing after pausing when mouse cursor is inside window but outside of actual playfield area (#27896 by @bdach)
  • Fix cursormiddle not using the same skin source as cursor (#27964 by @smoogipoo)
  • Fix touches on judged circles changing cursor position (#28167 by @smoogipoo)

Gameplay (osu!catch)

Fix gameplay PP counter not matching results screen (#27808 by @smoogipoo)

Gameplay (osu!mania)

Add more usable osu!mania touch input system (#28173 by @peppy)

This takes smoogi's previous effort (#27790) and presents it in a state where it can be merged without skin configurability concerns. I've left the configurable settings in code for exposing in the future.

I've made changes to bring it more in line with how taiko's touch area system was implemented for conformity. The major change is that it no longer uses the presence of touch mod to decide whether to display (and can now be summoned using a mouse click or touch).

Do not change mania column width on mobile platforms (#28186 by @bdach)

With the new touch overlay, this doesn't make as much sense.

Input

  • Implement focus traps (ppy/osu-framework#6286 by @smoogipoo)
    • By extracting focus-management logic out of InputManager, we can implement something akin to a focus trap. Components can trap the...
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2024.412.1

13 Apr 07:12
fdf1ab5
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What's Changed

Full Changelog: 2024.412.0...2024.412.1

2024.412.0

13 Apr 03:00
dd22735
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Code Quality

Editor

Improve editor performance when many timeline ticks are present (#27632 by @EVAST9919)

Improve editor performance for maps with many control points (#27630 by @EVAST9919)

Smaller changes

Framework

Fix word wrapping not working well with chinese/japanaese/korean languages (ppy/osu-framework#6231 by @bdach)

Smaller changes

Gameplay

Change gameplay disclaimers to show inline and not delay gameplay start (#27616 by @bdach)

Add delayed resume for taiko/catch/mania (#27079 by @smoogipoo)

Fix some maps requiring multiple intro skips that weren't there on stable (#27784 by @bdach)

Add new icons for hit error meter (ppy/osu-resources#317 by @peppy)

2024-04-04 14 29 55@2x

Update hit error metre to use new icons (#27787 by @peppy)

Smaller changes

  • Fix incorrectly encoded score IsPerfect value (#27668 by @smoogipoo)
  • Add sample for gameplay resume countdown (ppy/osu-resources#314 by @nekodex)
  • Fix break overlay arrows look ugly on bright backgrounds (#27760 by @EVAST9919)
    • | before | after |
      |--------------------------------------------------------------------------------------------|----------------------------------------------------------------------------------------|
      | master | pr |

Gameplay (osu!)

  • Fix bulbs on Catmull sliders (#27734 by @smoogipoo)
    • Some old maps were showing weird loops in sliders which weren't rendered in stable. Now they don't render here either.

Gameplay (osu!catch)

  • Fix catch banana shower judgement causing fail when at 0 HP (#27677 by @smoogipoo)
    • Fixes the follow-up issue in #27121

Gameplay (osu!mania)

Gameplay (osu!taiko)

Fix taiko mascot size not matching expectations (#27758 by @peppy)

Smaller changes

  • Fix taiko legacy score simulator not including swell tick score gain into bonus portion (#27729 by @bdach)

Import

  • Fix SkinImporter not using invariant culture when parsing skins without skin.ini (#27739 by @Susko3)
  • Avoid reporting an import as successful when all beatmaps failed to import (#27755 by @peppy)

Online

Support Discord game invites in multiplayer lobbies (#27443 by @jvyden)

Smaller changes

Platform

######## Changes

  • (SDL3-CS) from namespace SDL2 & class SDL to namespace SDL & class SDL3 (made more sense as the functions are imported from SDL3.dll)
  • (SDL3-CS) structs and enums now live in the namespace instead of being nested in the SDL3 class
  • (SDL3-CS) pointer types are now proper pointers instead of IntPtr, which means more "unsafe" code
  • (SDL3-CS) minor changes to return/struct types, reducing need for casts
  • (SDL3-CS) simple function signature changes: from ref, in & out to pointers (unfortunate, but automatically generating these would be hell)
  • (SDL3-CS) function that take strings now take ReadOnlySpan<byte>, requiring Encoding.UTF8.GetBytes() calls or UTF-8 string literals
  • (SDL3-CS) function pointers instead of delegates in native callback functions
  • simple renames done via SDL-provided build-scripits/rename_symbols.py
  • migrations from the Migrating to SDL 3.0 guide
  • minor update of SDL3ControllerBindings logic (basically per SDL3 migration guide)
  • removal of borderless fullscreen on macOS and Linux (merged into fullscreen with SDL3)
  • updated windowing logic to account for SDL_DisplayID instead of previously used display index
  • osu!framework DisplayMode.RefreshRate changed from int to float
  • SDL relative mouse mode instead of custom WindowsMouseHandler mouse logic
    including removal of custom tablet handling logic. SDL_pen.h would be the replacement for that, but it's currently only supported on Linux
  • updated WindowsWindow to account for SDL_SYSWMEVENT removal
    has caused some minor regressions in IME handling (the new method isn't giving us all the expected messages)
  • updated JetBrains.Annotations to latest version
  • renamed SDL2 β†’ SDL3

######## Issues

  • IOpenGLGraphicsSurface.BackbufferFramebuffer used to return useful information on iOS
  • waiting un upstream: libsdl-org/SDL#9430
  • OpenGL probably won't work on iOS?
  • minor IME regressions on windows
  • releasing mouse button outside window with relative mouse mode causes next click to be ignored (SDL issue, it seems)
  • (possible issue) non-OTD tablet input with relative mouse mode on windows (WindowsMouseHandler logic was removed)

######## Future work

  • add full support for async raw mouse + keyboard on windows #6235
  • look into windows IME regression...
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2024.312.1

12 Mar 11:02
e431c12
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Code Quality

Online

Fix medals which are specific to a game mode not displaying correctly (#27574 by @bdach)

Performance

Reduce update overhead in osu! playfield when many objects are visible (#27562 by @EVAST9919)

Reliability

Downgrade realm to work around crashes on latest release (#27585 by @peppy)

Running osu! with data stored on an ExFAT drive stopped working with the last release. This will be fixed in this release. If your data is missing, please open your osu! data folder and rename the client_xxx_corrupted.realm file to client.realm (deleting the new one created with a smaller filesize) after completing the update.

Fix exports containing zero byte files after import from specific ZIP archives (#27586 by @bdach)

Full Changelog: 2024.312.0...2024.312.1

2024.312.0

11 Mar 17:33
9bc55be
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Code Quality

Editor

Fix editor displaying combo colours in effectively incorrect order (#27344 by @bdach)

Fix "Use current" snap not working (#27386 by @peppy)

Change editor screen switcher control design and behaviour to act like a button (#27516 by @frenzibyte)

Smaller changes

  • Fix incorrect gradient application to some timeline blueprints (#27564 by @EVAST9919)
    • We were applying colour to the drawable with negative padding (which by itself is a workaround). Now applying directly to the content.
master pr
master-long pr-long
master-short pr-short

Gameplay

Make flashlight scale with playfield (#26181 by @rushiiMachine)

When the playfield is shrunk with mods such as BarrelRoll, flashlight does not account for this, making it significantly easier to play. This makes it scale along with the playfield Scale.

Avoid stopping / starting gameplay when running behind but a replay isn't attached (#27504 by @peppy)

Should fix the underlying issue causing the backwards seeks during gameplay.

Add "Argon" performance points counter (#27498 by @frenzibyte)

Add new hitsounds for "argon" skin (ppy/osu-resources#311 by @nekodex)

My primary goal with this sampleset is to offer a fresh, modern take on stable/legacy's hitsounds that would work as a drop-in replacement for beatmaps that were created with stable/legacy's sampleset in mind.

I've used reverb and increased stereo width to make the hitsounds less 'in your face' than the stable/legacy ones, making them more pleasant to the ear IMO. To compensate for potential audibility loss, I've used increased transients (punchyness), greater frequency range (with distortion/saturation/etc) and in some cases a volume bump to get them sounding equally legible.

I also decided to shorten the samples (relative to stable/legacy) in response to modern beatmaps being of increased difficulty/hitobject-density compared to maps from back when peppy created the stable/legacy sampleset.

In theory this allows for new players to progress further through harder maps before feeling the need to find an alternative skin/sampleset to hear what they're doing accurately - at which point, there's now conveniently also argon pro.

The sampleset does diverge a bit in some aspects (i.e. spinner sounds, fail sound, etc) to lean into lazer's aesthetic, but otherwise I hope the hitsounds should still be recognizable as some facsimile of their stable/legacy counterparts and hopefully still feel and play just as good (if not better) than stable/legacy did.

Smaller changes

Gameplay (osu!)

  • Fix old-style legacy spinner fade-in not matching stable (#27320 by @frenzibyte)
  • Allow pp for muted mod for any combination of settings (#27144 by @cdwcgt)
    • "Muted" doesn't change gameplay so can we make it ranked when adjust settings.
  • Fix slider head being incorrectly dimmed twice (#27369 by @Detze)
    • | before | after |
      | :---: | :---: |
      | before | after |
  • Rewrite legacy slider path rendering to match stable better (#27383 by @Detze)
  • Fix slider tails sometimes not dimming correctly (#27401 by @bdach)
  • Fix osu! standardised score estimation algorithm violating basic invariants (#27513 by @bdach)
  • Fix slider tracking state not restoring correctly in all cases on rewind (#27429 by @bdach)
  • Fix cross-talk between pooled DrawableSliderRepeat usage causing incorrect rotation (#27529 by @peppy)

Gameplay (osu!catch)

  • Fix draining processor failing gameplay on bonus misses, tiny droplet misses, and ignore hits (#27154 by @bdach)
  • Fix catch fruit position getting randomised when last fruit has zero position (#27456 by @frenzibyte)
  • Fix catch pp calculator not matching live with respect to miss handling (#27489 by @bdach)

Gameplay (osu!mania)

  • Fix osu!mania key images potentially showing gaps between columns (#27453 by @frenzibyte)
    • | Before | After |
      |--------|--------|
      | CleanShot 2024-03-01 at 22 52 59 | CleanShot 2024-03-01 at 22 53 28 |

Gameplay (osu!taiko)

  • Hide osu!taiko scrolling graphic when the beatmap has storyboard (#27424 by @frenzibyte)
  • Fix 1px flashlight gaps when gameplay scaling mode is active (#27533 by @bdach)

Main Menu

Allow better menu navigation using same hotkey to progress to destination (#27389 by @peppy)

You can now use:

  • L L L to get to playlists
  • M M M to get to multiplayer
  • S to get to settings
  • E E to get to the beatmap editor

Smaller changes

  • Fix main menu eating keys if user presses too fast (#27393 by @peppy)

Multiplayer

Implement difficulty tooltips for multiplayer lobbies (#26531 by @smallketchup82)

image

Online

Show user statistics updates on multiplayer and playlists results screens (#27331 by @bdach)

When discord is set to privacy mode, don't show beatmap being edited (#27440 by @peppy)

Scenarios include:

  • Editing one's own map and revealing their username in the creator field
  • Editing a private beatmap by someone else (ie. an unrevealed pool beatmap for a tournament)

Add flow for displaying achieved medals (#27276 by @bdach)

Smaller changes

  • Clear stored username/token from config when relevant checkboxes are unticked on login panel (#27299 by @BoudewijnPopkema)
  • Resolve issues with Discord RPC while on Do Not Disturb (#27354 by @jvyden)

Performance

Improve storyboard performance by better handling sprites lifetime (#27454 by @EVAST9919)

Let's use world.execute(me) as a storyboard example, since it has a lot of objects, which makes all the values exaggerated and easier to see the difference.

Smaller changes

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