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A game framework written with osu! in mind.

Results 239 osu-framework issues
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- Idea initially described in https://github.com/ppy/osu/issues/6526#issuecomment-1836621664 - Part of the solution for https://github.com/ppy/osu/discussions/22226 - Would solve https://github.com/ppy/osu/pull/24184#issuecomment-1630684895 RFC This shows an idea for how to allow games to provide translation...

proposal
area:localisation
size/L

I want to use ScrollContainer inside of CircularContainer. But, its masking function is not working at all. Is there a mistake in my code? [Code](https://github.com/devonnuri/imaima/blob/f51703fa9ec1e4249c7061fadf28ed3f3af097d6/imaima.Game/Screens/Select/SelectScreen.cs)

area:graphics

Relevant discord thread: https://discord.com/channels/188630481301012481/589331078574112768/1167049871199584306 The [RulesetInputManager sends replay actions via `KeyBindingContainer.TriggerPressed/TriggerReleased`](). `KeyBindingContainer.TriggerPressed/Released` doesn't go through the `handleNewPressed/handleNewReleased` flow (where the inputQueue used is trimmed as needed); Instead [`TriggerPressed/Released` will create...

area:input
priority:1

I use Visual Studio v17.7.4 as my IDE. And created a solution with the command `dotnet new osu-framework-game`. Then, due to the lack of an Android project, I created it...

The libraries necessary to enable hwaccel on Linux (libva, libvdpau) are required by FFmpeg, but probably shouldn't be bundled with the game. One good idea by @bdach was to bundle...

platform:linux
area:libraries
area:video

There is a gesture in my iPad allowing me to take screenshots by swiping from the bottom left corner. On osu!, that position of activating the gesture conflicts with the...

area:input
platform:iOS

Dependency injection happens on the load thread, and resolving bindables require creating a bound copy of the cached bindable. When a drawable is asynchronously loaded, there's a chance for the...

area:bindable
priority:1

Suppose we have 2 textures to be added into the atlas: one is wide and another is tall (images 1 & 2). Now if we want to add another texture...

type:performance

This was added in a time long forgotten specifically for storyboard usage. Since then, we have established much better ways of doing this (easiest is just to make a nested...

type:code-quality
area:drawable
size/S

This became present while I was working towards fixing sRGB conversion, since I removed `toSRGB` usage in `sh_Blur`, which was the only usage of the global uniform block, therefore SPIR-V...

priority:2
area:renderer-veldrid