Skip to content

Releases: ppy/osu

2023.1224.0

23 Dec 19:53
ee00f7e
Compare
Choose a tag to compare

Gameplay

Add control to allow changing offset from gameplay (#26076 by @peppy)

This behaves how you'd expect it to coming from stable. It's intended to be a very quick implementation just to get the functionality back, and will improve in the future. Controls are configurable but default to +/-.

Smaller changes

  • Change "cinema" mod to never fail (#26080 by @peppy)
  • Fix standardised score conversion failing for scores set with 0.0x mod mutliplier (#26082 by @bdach)

Gameplay (osu!)

Replace recently-added HP drain density calculation with combo-end bonus (#26083 by @smoogipoo)

When maps have very consistent density, HP drain is as harsh as it can get to the point that it feels like if you miss a note you can never regain HP.

I don't know how to maths enough to fix this just from just the hp increase / hp drain side of things, so I'm taking another approach by adding combo-end bonuses similar to stable.

Stable gives one of three bonuses at the time combo:

  • "Geki" if every object was hit with a 300.
  • "Katu" if every object was hit with 100 or above.
  • "Mu" if any object was hit with 50 or below.

Online

Fix "spectate" button not always being clickable in online users list (#26081 by @peppy)

Smaller changes

  • Fix user profile cover showing 1px line when contracted (#26077 by @peppy)

Performance

  • Fix hovering a toolbar button while running an import or reprocess potentially causing a stutter (#26086 by @peppy)

Reliability

  • Fix hard crash when attempting to change folder location during a large import (#26072 by @peppy)

Skinning

Change version checks to account for users specifying incorrect skin versions (#26069 by @peppy)

Some skins have been reported to use versions like "1.5", expecting "2.0" behaviour. So now anything above "1.0" defaults to "2.0" behaviour.

Song Select

Adjust BeatmapInfoWedge's beatmap length field according to mod rate (#26060 by @jeenyuhs)

I noticed the displayed length of the beatmap didn't change according to the change in rate (BPM does). These changes makes the beatmap length in BeatmapInfoWedge refresh the same time as BPM according to the mods rate.

New Contributors

Full Changelog: 2023.1223.0...2023.1224.0

2023.1223.0

22 Dec 16:45
21e9e10
Compare
Choose a tag to compare

Gameplay (osu!)

Fix "relax" mod not considering full follow area radius when automatically holding sliders (#26041 by @bdach)

Fix strict tracking mod forcefully missing tail before slider start time (#26053 by @bdach)

Switch back to classic HP values for non-classic osu! HP drain (#26012 by @smoogipoo)

Add basic density consideration to HP drain (#26039 by @smoogipoo)

The highlight of today's release, HP drain has been reworked again for osu! mode. Please give it a try and see how it feels!

Gameplay (osu!mania)

Fix perfect mod not failing with special judgements (#26036 by @smoogipoo)

Scoring

Add versioning of local scores (#25998 by @peppy)

This saves the client version a local score was achieved with, so we can filter or upgrade scores in the future to provide a better experience for users that like to compare their local scores.

Skin Editor

Fix scale of skin element bounding box (#26004 by @DanielPower)

New Contributors

Full Changelog: 2023.1222.0...2023.1223.0

2023.1222.0

21 Dec 16:01
716d866
Compare
Choose a tag to compare

Gameplay

Gameplay (osu!)

Fix autopilot mod not correctly working with no-fail etc. (#25976 by @bdach)

Fix argon pro not showing slider tick judgements (#25972 by @bdach)

Fix slider tick / end misses displaying with full size on legacy skins with animated misses (#26003 by @bdach)

Yes we have heard feedback that some don't like this or want to skin it. But a lot of that may be because it was incorrectly sized too large on some skins.

We'll provide a better visual experience for this, but it's already in a pretty good place on "argon" skins so please give that a try if in doubt. We'd want a similarly unobtrusive display for classic skins.

Scoring

Add versioning of local scores (#25998 by @peppy)

This saves the client version a local score was achieved with, so we can filter or upgrade scores in the future to provide a better experience for users that like to compare their local scores.

Smaller changes

  • Relocate numeric HitResult values, add accuracy conversion (#25993 by @smoogipoo)
    • Required for infrastructure.

New Contributors

Full Changelog: 2023.1218.0...2023.1222.0

2023.1221.0

20 Dec 17:47
0c242fb
Compare
Choose a tag to compare

Editor

Fix near zero-length sliders being placeable and crashing the game (#25916 by @OliBomby)

Gameplay

Adjust "classic" mod multiplier back up to 0.96x (#25934 by @peppy)

Following discussions on discord, this seems like the most agreed upon value. Increasing this is important so that imported legacy scores don't lose too much value.

Gameplay (osu!)

Allow failing with "relax" and "autopilot" mods (#25917 by @rushiiMachine)

A significant portion of players that play primarily using relax mod have asked for the ability to compile relax with other mods, such as "perfect". This wasn't possible until now as relax blocked failing.

This change allows both "relax" and "autopilot" mods to fail, and as a result allows combining "no fail", "perfect" and "sudden death" with them.

If you're a relax player and want to keep the mod as relaxing as you remember it to, you can make a mod preset with RX+NF!

Fix osu! standardised score conversion sometimes exceeding bounds (#25876 by @bdach)

Users reported that some stable scores would convert to large negative total scores in lazer after the introduction of combo exponent. Those large negative total scores were actually mangled NaNs.

(This fix was in yesterday's release)

Show slider tick / slider end misses with a visible judgement (#25951 by @peppy)

I mentioned adding this multiple times this week, so here it is. Design is placeholder in all cases.

Gameplay (osu!mania)

Remove mania mod multiplier for DT/NC (#25958 by @smoogipoo)

Discussed here and here

The general gist of it is that, right now DT and NC are seen more as a personal preference than mods that have any significant impact to scores. The 1M score cap is seen as "sacred" to the degree that these mods, whether the reader agrees with the idea that these are personal preference or not, are not significant enough to justify breaking the score cap.

I believe we've reached the amicable conclusion that we are not adverse to experimenting with mods and their effects, multipliers, and other ways to display scores for showcasing purposes.

One such idea proposed, is to see whether a DT/NC mod with fixed hitwindows becomes more worthy of having a mod multiplier, combined with a separate mod for the current hitwindow-affecting rate adjustment

But, that is for future work. For the time being, I'm satisfied with the conclusion and bringing things to a common ground that everyone can agree with is an objective point of reference.

Adjust mania scoring to be more in line with ScoreV2 + 85% acc / 15% combo (#25945 by @smoogipoo)

See feedback here and here

Gameplay (osu!taiko)

Restore taiko accuracy to ScoreV2 values (#25887 by @smoogipoo)

"Good"s are now worth 150 instead of 100, bringing things in line with osu!(stable) and TnT.

Reliability

  • Fix thread safety of OnlineMetadataClient.UserStates (#25931 by @peppy)

Song Select

Update song select to always show difficulty stats (#25898 by @peppy)

We have a larger redesign planned, but let's just get this in so people can easily see both leaderboards and beatmap stats.

This also sets the default display mode to local leaderboard, instead of details, as it's a better look.

Allow choosing "Edit" from any beatmap carousel item (#25900 by @peppy)

Was a bit confusing until now. Even I hit this at least once.

CleanShot 2023-12-19 at 11 00 48

Fix song select running updates when screen is not active (#25943 by @peppy)

This is the reason some sound effects for selecting beatmaps were playing during gameplay.

Fix beatmap updates causing one extra carousel selection (#25949 by @peppy)

This fixes the carousel making one unnecessary selection every time the current selection is updated. Basically, on returning from gameplay this will cause the selection sound to no longer (incorrectly) play, but also likely improves smoothness as it's not randomly selecting a beatmap somewhere in the carousel before correcting back to the retained selection.

New Contributors

Full Changelog: 2023.1220.0...2023.1221.0

2023.1220.0

19 Dec 18:04
c87ba76
Compare
Choose a tag to compare

Code Quality

Don't convert TaikoModRandom to/from legacy mods (#25823 by @cl8n)

Gameplay (osu!)

Fix slider's sliding sample playing before start time (#25893 by @smoogipoo)

Online

Update packages for mod settings changes (ppy/osu-server-spectator#205 by @peppy)

Stop tracking build user counts when shutting down (ppy/osu-server-spectator#206 by @bdach)

Performance

Improve song select smoothness when running background processing (#25838 by @peppy)

Fix some beatmaps being reprocessed each startup (#25895 by @peppy)

Song Select

Fix incorrect ordering of items at song select when certain sort modes are used (#25888 by @peppy)

This is quite an unfortunate one, but I can't see a good way of fixing beyond undoing most of the performance gains from the last major release when certain sort modes (like difficulty sort) are used.

If you have a large library and want best search performance, use a simple sort mode for now (ie. artist or title). We'll iterate on this once things calm down.

Fix mod search textbox having focus while settings are visible (#25857 by @peppy)

UI

Fix opening log files from notification not presenting the correct file (#25871 by @Susko3)

Full Changelog: 2023.1218.1...2023.1220.0

2023.1218.1

18 Dec 19:23
a0ae56f
Compare
Choose a tag to compare

What's Changed

  • Don't convert TaikoModRandom to/from legacy mods by @cl8n in #25823
  • Fix song select's carousel scroll position getting reset on background processing by @peppy in #25833
  • Fix crash when creating collections named "All beatmaps" or "Manage collections..." by @bdach in #25839
  • Fix padding on dropdown search bar by @65-7a in #25848
  • Fix collections dropdown crashing during storage migration by @bdach in #25821

Also contains unmerged hotfixes:

  • Fix song select realm refresh performance (#25838)
  • Fix mod search textbox having focus while settings are visible (#25857)

New Contributors

Full Changelog: 2023.1218.0...2023.1218.1

2023.1218.0

18 Dec 05:05
2f28a92
Compare
Choose a tag to compare

Code Quality

Editor

Show the filename of the current file in song setup (#25675 by @vegguid)

Change default slider velocity for new beatmaps to match osu!stable (#25688 by @peppy)

1.4x is the default in osu!stable (ie. on creating a new beatmap in the editor) and plays better than 1.0x, so let's match that on lazer.

Fix osu!taiko slider velocity being written incorrectly to .osu file on export (#25689 by @peppy)

Add verify screen check for delayed hitsounds (#24648 by @ItsShamed)

image

Improve free-hand drawing of sliders to the editor (#25658 by @OliBomby)

Put simply, curves match your user input 100% better, and create smoother corners. Free-hand slider drawing has basically gone from "oh that's cool but i can make better because i am pro mapper" to "why would you ever not use this?"

Framework

Gameplay

Fix osu!taiko and osu!mania using the incorrect slider length when converting beatmaps (#25595 by @smoogipoo)

Fix hit error displays not clearing lines on seek (#25747 by @peppy)

Adjust some mod multipliers for initial leaderboard sanity (#25744 by @peppy)

Mod Old New
Half Time 0.7x 0.3x
Classic 1x 0.5x
Synesthesia 1x 0.8x

There may be others we want to adjust. Note that these are basically placeholder safe values (lower is better) so we can allow these scores on the leaderboard without people complaining about unfairness... unless they are complaining the multiplier is too low (which is fine for now).

Show back button when spectating (#25770 by @peppy)

Avoids getting stuck at some screens. It's a bit ugly having the back button visible like this, but is the best approach we have for now.

Smaller changes

  • Fix ArgonHealthDisplay sometimes behaving weirdly on miss judgements (#25672 by @frenzibyte)
  • Fix "IgnoreMiss" judgements not updating accuracy (#25740 by @smoogipoo)
  • Fix ArgonHealthDisplay not displaying miss correctly during initial transition (#25673 by @frenzibyte)

Gameplay (osu!)

Implement Argon's spinner progress glow (#25562 by @EVAST9919)

Modify osu! standardised scoring to introduce a combo exponent (#24166 by @Zyfarok)

In osu! with ScoreV1 and ScoreV2, the cost of a miss was growing fast (quadratically) with the surrounding combos. This implied that a single miss could completely ruin the score of a play and cost up to 350k in ScoreV2.

To reduce this effect, a combo exponent of 0.5 was introduced. This effectively reduces the miss-penalty at high combos while keeping it high at low combos, in a similar spirit as how combo is capped in taiko or catch but without any hard-cap.

This combo exponent change is introduced together with a complete re-balance of the Combo/Accuracy split based on user feedback. Note that the new formula will imply higher scores overall and might require a bit of time getting used to. A table showing the effects of the new formula is available at here

Allow sliders to track if hit early (#25748 by @smoogipoo)

Smaller changes

  • Add spinner glow resources (ppy/osu-resources#298 by @EVAST9919)
  • Make osu! ruleset once again use the lazer default HP drain (#25797 by @smoogipoo)
    • Playing around since the re-introduction of osu!stable's HP drain mechanics, I've become uncertain about using the osu!stable drain by default since it doesn't quite match the "feel" of osu!stable.

Most of my issues appear at higher HP drain rates, but with HR even on old maps the minimum is usually HP 8.4, which falls into the problematic region. I believe the difference is mostly where the judgements are placed - in osu!stable sliders have a big judgement at the end (300 + tick), whereas in lazer they have a medium-high judgement at the start (300) and a small judgement at the end (tick).
The raw HP drain rate seems to be quite similar, and if anything osu!stable should be harsher on the cases I've found.

I've also attempted to make lazer stable better, but I haven't been able to get it "just right".

There are others that have wanted the old algorithm back, which pretty much echo what I've said above: #25631

So... This PR moves the osu!stable algorithm to the classic mod.

Here's a replay demonstrating this: https://drive.google.com/file/d/1-AEIhaVF2YfXVR9GYc8UFAnV7zfFFHvA/view?usp=sharing
Note that osu!stable will play with V1 mechanics, but V1 and V2 feel about the same (just accuracy is slightly worse on V2).

  • Allow sliders to track if hit late (#25776 by @smoogipoo)
    • This allows slider heads to be hit late. In basic terms, this means that as long as your cursor is in the right position to hit ticks / repeats at the point of hitting the slider head late, they will now be hits instead of misses.

For those wishing to delve deeper into this change, please check the technical descriptions (and videos) in the pull request

25776.mp4

Gameplay (osu!catch)

Adjust catch score grade cutoffs (#25601 by @smoogipoo)

This is how things look across all modes:

grade osu! / osu!taiko osu!catch osu!mania
SS 100% 100% 100%
S ≥95%FC ≥98% ≥95%
A ≥90% ≥94% ≥90%
B ≥80% ≥90% ≥80%
C ≥70% ≥85% ≥70%

Fix several issues with osu!catch beatmap conversion (#25685 by @smoogipoo)

This was originally intended to fix hyperdash generation around "pixeljumps", however it turned into much more general fixing of beatmap conversion because I couldn't provide beatmap conversion comparisons without fixing other issues.

Smaller changes

Gameplay (osu!mania)

Change osu!mania HP drain to match stable (#25587 by @smoogipoo)

Fix osu!mania beatmap conversions sometimes having the wrong key count (#25712 by @smoogipoo)

Fix mania "autoplay" mod missing 0ms hold notes (#25727 by @PercyDan54)

Fix column sizing exceeding screen width on tablets (#25777 by @peppy)

The mobile stretching mode now applies to all skins, and adjusts to your device's aspect ratio. Note that this changes the width of special columns slightly – we'll be watching feedback as to whether this is throwing people off.

Smaller changes

  • Fix precision issue when converting mania beatmaps (#25697 by @smoogipoo)
  • Fix mania conversion following new discoveries (#25702 by @smoogipoo)
  • Fix fallback column colors for legacy split stage mania skins (#25787 by @cl8n)

Mobile

  • Fix ...
Read more

2023.1130.0

30 Nov 09:50
Compare
Choose a tag to compare

Code Quality

  • Add test coverage of accessing skin layout after importing customised default skins (#25468 by @peppy)
  • Change ResourceStore provided to Skin to be a fallback, not replacement (#25481 by @peppy)
  • Update localisation analyser (#25491 by @peppy)
  • Refactor OsuAutoGenerator to allow custom SPM specifications (#25490 by @peppy)
  • Fix implicitly used method being named incorrectly (#25521 by @Syriiin)
  • Fix android compile failures due to invalid java version (#25533 by @bdach)
  • Improve commenting around IHasCombo interfaces (#25536 by @peppy)
  • Attempt to fix intermittent failures on new tests (#25540 by @peppy)
  • Remove manual changes to Xcode versions in CI (#25544 by @Frederisk)
  • Fix a couple of new r# inspections (#25552 by @peppy)
  • Replace all hexacon lookups with strongly typed properties (#25560 by @peppy)

Editor

Allow opening editor timestamp URLs from modding discussions in browser (#25371 by @RatinFX)

Add free-hand drawing of sliders to the editor (#25409 by @Tom94)

Collab with @default0.

This allows free-hand drawing of a slider by clicking and dragging in the osu! editor. As a dependent addition, "B-Splines" curve support has been added as a new slider type that generalize Bezier curves. The new B-Spline slider type is used to represent / approximate the hand-drawn slider and exposes a couple of settings for manual control over how the curve is fit.

Smaller changes

  • Fix slider length not updating when adding new anchor via ctrl-click (#25549 by @bdach)
  • Fix freehand-drawn sliders with distance snap (#25539 by @default0)

Framework

Gameplay

Change unstable rate calculation to account for rate-change mods (#25415 by @Poyo-SSB)

This makes UR comparable across rate adjust mods, including static (e.g. Double Time), linear (e.g. Wind Up), and dynamic (e.g. Adaptive Speed) mod types.

Fix handling of combo and combo colours around spinners (#25551 by @smoogipoo)

Smaller changes

  • Fix classic scoring overflowing in osu! ruleset due to integer multiplication overflow (#25546 by @bdach)
  • Fix break time simulation in HP calculation not matching osu!stable (#25420 by @smoogipoo)

Gameplay (osu!)

Adjust slider follow circle animation to not abruptly scale on early ticks (#25493 by @peppy)

Reimplement HP drain to match osu!stable (#25418 by @smoogipoo)

Gameplay (osu!catch)

Reimplement HP drain to match osu!stable (#25563 by @smoogipoo)

Main Menu

Add second level menu for editors (#25561 by @peppy)

As mentioned in discussion, while the skin editor has evolved to be really powerful, it's quite hidden from the user. To solve this, I've added a second level menu under the "Edit" button to house both editors.

Performance

Unload beatmap storyboards when not in main menu screen (#25400 by @frenzibyte)

This frees up resources that would otherwise be held ransom until returning to the menu.

Don't draw the game when the window is minimised (ppy/osu-framework#6052 by @Susko3)

This change reduces the CPU and GPU usage when the window is minimised.

Skinning

Fix default argon health bar width being zero (#25466 by @bdach)

Will fix:

  • appearance of the health bar in toolbox
  • size of the health bar when added from toolbox
  • skins which had the default value of the width setting set

Fix argon health bar folding in on itself when too narrow (#25472 by @bdach)

Add ability to toggle labels on argon counter components (#25469 by @Joehuu)

Save any unsaved changes in the skin editor when game changes screens (#25523 by @peppy)

Allow use of skin username/flag/avatar components outside of gameplay (#25553 by @peppy)

CleanShot 2023-11-23 at 08 15 46

Load gameplay immediately on entering the skin editor while at the main menu (#25568 by @peppy)

Smaller changes

  • Fix skin editor crashing when pasting with nothing in clipboard (#25547 by @bdach)
  • Fix skin element "PlayerFlag" responding to clicks/hovers (#25530 by @yesseruser)

Spectator

Fix spectator mode not showing when a spectated user quits correctly (#25565 by @peppy)

Fix spectator not immediately showing when a spectated user fails (#25566 by @peppy)

UI

Show full user cards when hovering avatars everywhere in the game (#25339 by @joshika39)

Allow context menus to have visible spacers (#25520 by @peppy)

CleanShot 2023-11-21 at 05 25 17

More correctly handle login flow when user profile overlay is visible (#25510 by @Stedoss)

Before After
osu._VW2mjYjK2F.mp4
osu._IDEdvKFjxL.mp4

Add drag bar on chat overlay to better signal resize-ability (#25567 by @peppy)

Smaller changes

New Contributors

Full Changelog: 2023.1114.1...2023.1130.0

2023.1114.1

14 Nov 15:08
711bf14
Compare
Choose a tag to compare

What's Changed

  • Fix some touch device-related issues by @bdach in #25432
  • Fix argon health bar not relative sizing correctly by @bdach in #25442
  • Fix customised argon skins no longer loading due to incorrect resource store specification by @peppy in #25443

Full Changelog: 2023.1114.0...2023.1114.1

2023.1114.0

14 Nov 04:20
bb2f38d
Compare
Choose a tag to compare

Code Quality

  • Update country code names to match database (#25217 by @peppy)
  • Fix some new nullable inspections (#25301 by @peppy)
  • Improve log output surrounding score submission (#25300 by @peppy)
  • Clean up mod usability flags (#25328 by @bdach)
  • Rename and invert flags for slider classic behaviours (#25341 by @peppy)
  • Refactor KeyCounterDisplay to use autosize (#25411 by @peppy)

Editor

Fix editor not prompting before saving beatmap for export (#25223 by @peppy)

Fix various osu!catch distance snap grid breakage (#25240 by @bdach)

Fix slider velocity changes not being undone correctly (#25307 by @bdach)

Decouple metronome tick playback from pendulum movement (#25316 by @peppy)

I originally wanted the sounds to match the visuals, but it turns out that mappers want the sound to play immediately. So now it will always play, regardless of whether the pendulum passes the centre point or not.

Smaller changes

  • Fix right clicks on timeline potentially not working as expected (#25304 by @peppy)
  • Select text in beat divisor popover automatically (#23823 by @peppy)
  • Automatically refresh the verify screen's issue list on re-entering it (#25376 by @peppy)
  • Fix editor crash when creating a new difficulty in a non-existent beatmap (#25380 by @frenzibyte)

Framework

Fix releasing mouse buttons outside of window not working in relative mode (ppy/osu-framework#6036 by @Susko3)

Fix mouse not working as expected on iOS (ppy/osu-framework#6041 by @Susko3)

Smaller changes

Gameplay

Enforce minimum gameplay sample volume of 5% (#25185 by @bdach)

osu!stable's sample volume floor is actually 8%, but it is enforced in what seem to be completely stupid ways (in the UI it's 5%, but actual playback takes place at minimum 8%). Since that seems weird and bad, and basically nobody seems to know about it (source: a brief discussion I had with the NAT today), and it seems there should be no harm in actually having the cap be 5% without weird gymnastics or lying to the users, that's what I ended up doing.

Add ability to quick retry using Ctrl-R (#25235 by @peppy)

Fix quick retry immediately after completion marking score as failed (#25264 by @bdach)

Allow argon's key counter display to be rotated while keeping text upright (#25349 by @Joehuu)

Smaller changes

Gameplay (osu!)

Fix repeat circles on sliders not correctly getting dimmed (#25221 by @peppy)

Before:

After:

Fix all spinner ticks being alive and causing performance degradation (#25333 by @peppy)

Continue to play spinner bonus sounds when MAX display occurs (#25343 by @peppy)

Fix osu! (slider) combo not matching expectations when classic mod is disabled (#25342 by @peppy)

Until now, the max combo of sliders has been lower than expected due to the tail not giving a combo. This has been fixed, so now max combo will match classic mod (and stable). This will make cross-comparisons much saner.

Implement basic touchscreen detection (#25348 by @bdach)

The "touch device" mod will now be shown when using touch input, both at song select and during gameplay.

Smaller changes

  • Fix out-of-order judgements when missing a slider head (#25218 by @peppy)
    • Would sometimes lead to unstable total score calculations.

Gameplay (osu!mania)

Add support for "argon" default skin to expand columns when on mobile devices (#25336 by @peppy)

Should ease those looking to play the game on mobile until we (potentially) have a better solution in the future.

If this works out well, we can consider rolling it out to other skins.

Keys
4 CleanShot 2023-11-02 at 06 17 51
5 CleanShot 2023-11-02 at 06 18 17
7 CleanShot 2023-11-02 at 06 12 42
20 CleanShot 2023-11-02 at 06 18 57

Gameplay (osu!taiko)

Apply same changes to "argon" osu!taiko barline design that were applies to osu!mania (#25222 by @peppy)

Before After
CleanShot 2023-10-25 at 05 22 06 CleanShot 2023-10-25 at 05 20 20

Import

Update the last played date of a beatmap when importing a replay by the local user (#25303 by @peppy)

With this change, importing beatmaps scores from stable will now choose a more correct "Last Played" date for beatmaps based on the most recent score imported. This also applies when importing one of your own scores at any point.

Main Menu

SFX improvements for ButtonSystem/MainMenu (#25395 by @nekodex)

Makes the main menu feel a bit more polished IMO while also reducing the ability to spike playback volume by spamming stuff.

Smaller changes

Mods

  • Make FreezeFrame and Transform Incompatible (#25233 by @Termincc)
  • Fix StopUsingBeatmapClock() applying adjustments to track it was supposed to stop using (#25253 by @bdach)
  • Fix another potential crash in bubbles mod (#25334 by @peppy)

Online

Overlays

Update user profile overlay to show more than one tournament banner (#25287 by @frenzibyte)

CleanShot 2023-10-29 at 01 49 53

Add ability to view kudosu rankings (#25388 by @Joehuu)

Reliability

  • Fix iOS AOT compilation failure due to SharpCompress library upgrade (#25236 by @peppy)
  • Do not revert to default value when double-clicking disabled slider (#25230 by @bdach)
  • Fix skin editor freezing game if opened during active gameplay (#25265 by @bdach)
  • Update installer to latest release (#25385 by @peppy)

Settings

Automatically select existing search text when opening settings (#25286 by @frenzibyte)

Allows for a better search experience, as a user usually wants to find a new setting each time they come to the settings screen.

Add "disable taps during gameplay" to touch input settings and related UI (#25366 by @Susko3)

This fixes the previous "disable clicks" toggle from also affecting touch input.

Smaller changes

Skin Editor

Add skin editor context menu items to reset rotation and scale (#25375 by @peppy)

Fix skin editor not clearing undo history on skin change (#25406 by @bdach)

Add "export" item to skin editor menu (#25408 by @peppy)

Add support for adjusting size of skin elements (#25402 by @peppy)

Dragging a skin elements from an edge will now adjust size, not scale. This allows resizing elements which support it without stretching them (which looked really bad).

Support is limited for now, but we can easily roll this out to more components in the future.

Before After
CleanShot 2023-11-10 at 05 37 19 CleanShot 2023-11-10 at 05 39 58

Read more