-
-
Notifications
You must be signed in to change notification settings - Fork 2.5k
Implement hold note freezing #9909
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Conversation
So while the freezing part works pretty cool, what I'm not entirely sold on is scaling down the long note background sprite's height when the head is frozen. On skins that don't have, for a lack of a better phrasing, vertical tonal variation, that works well. But on some skins, like this one, shrinking the height of the long note background looks super off and would probably look a lot better if the texture was the same height, but clipped. |
Ah you're right about that, good catch! This needs to have another set of masking logic, hmmmmm... Maybe that's a good thing though, it sounds like it may be possible to combine the tail + body masking and simplify some of this code. |
Took me a little while, but I've changed it to use masking. See if that works better for your skin! |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Checked a few skins, and this definitely looks a lot better across the board - nice work 👍 I think I also get how this works. Mostly a few nits/comment things left.
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
I don't know if i should make an issue even if this isnt merged yet but head notes "bounces" when a map has svs edit: |
no, there is no point opening issues about prs that aren't merged yet |
So I've fixed the bouncing but I've left it untested because it seems quite complicated to do so. Ideally
If you really want me to make a test for this please say, but it's going to take some time. I think the reasoning is logical though - time is a linear scale whereas position is non-linear, so position has to be used to figure out the reduction in height. |
fwiw the fix instantly made sense to me as I read it, so as far as I'm concerned I wouldn't insist on a test. I've also tested on one of the beatmaps linked above and it seems good. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
playtested, seems good - hopefully this approve will stick
Resolves #8754
There are two main components to this:
It looks a little hacky but I think it makes sense? Suggestions accepted.