apollo-dw
apollo-dw
> I think it'd also be interesting to put in this general change here: > > ``` > - Refactoring of skills to support larger histories + inter-skill interactions [!](https://github.com/ppy/osu/pull/18368)...
Let's move it up then - that makes sense to me
[As per frost's comment in pp-dev,](https://discord.com/channels/546120878908506119/619282780563570688/999103905889800393) the cube root term in the total SR formula needs to be updated to reflect any changes to the global pp multiplier. Making the...
> The change to strain time cap in speed.cs and the accuracy changes seem orthogonal. IIRC the intent of that cap is to stop easily double-tappable notes from contributing a...
The 1:1 correspondance is likely not going to be feasible - a direction going forward is that some calculations may involve splitting one hitobject into multiple difficulty hitobjects. This is...
Well, the motivation is to award strain and use strain decay for those nested hitobjects. Difficulty processing in skills is ran on the difficulty hitobjects list sequentially, so the nested...
The suggestion with different skills for each type of nested hit object doesn't exactly sound easy to manage... I've tested nested hit objects in the difficulty hit object loop before...
Can we get an updated sheet for the latest changes? @smoogipoo
Yeah, definitely as a result of moving the slider repeat bonus out of `OsuDifficultyHitObject`. Every single use of `TravelDistance` in `AimEvaluator` needs the slider repeat bonus applied as well if...
Notifications would be the ideal, however just being able to revert the visual state would be sufficient here, yes