osu-framework
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A game framework written with osu! in mind.
Since #5508 was merged, mipmap generation has regressed on Vulkan, and the likely culprit for breaking it here is the hacky use of `CopyTexture` on the rendering command list, as...
Moves the distinction between "Additive" and "Mixture" blend modes into the shader. This is controlled by the sign bit of each vertex's alpha channel, which feels slightly hacky, but is...
As part of making sense of sRGB colours. It should be explicitly shown whether `SRGBColour` is going to give a linear or sRGB colour, by getting rid of the implicit...
```cs 2023-03-23 20:27:44 [verbose]: 🖼️ Configuration renderer choice: Vulkan 2023-03-23 20:27:44 [verbose]: 🖼️ Renderer fallback order: [ Vulkan, Direct3D 11, OpenGL (Legacy), OpenGL ] 2023-03-23 20:27:44 [verbose]: 🖼️ Initialising "Veldrid"...
Been hanging on my list for a good while now. Have been testing with iOS simulator as I don't have the required accessory to connect a mouse to my phone....
- required for https://github.com/ppy/osu/pull/22793#issuecomment-1455164188 This PR adds ```cs public async Task SendMessageWithResponseAsync(T message) ``` and changes ```diff -public event Func MessageReceived; +public event Func? MessageReceived; ``` Enabling two-way communication using...
Prereqs: - [ ] New Veldrid package. These are the breaking changes required resulting from https://github.com/ppy/veldrid/pull/45 @peppy Don't make a Veldrid package immediately. I just wanted this PR so it's...
### Type Cosmetic ### Bug description On Android devices, the borders are jagged as when using the Vulkan renderer on the desktop (like https://github.com/ppy/osu/discussions/27659#discussioncomment-9106738). ### Screenshots or videos Android (OpenGL)...
Depends on (to have identical behaviour): - [x] https://github.com/libsdl-org/SDL/pull/9654 - [ ] New SDL3-CS build. SDL sends us a `SDL_EVENT_LOW_MEMORY` when Android's `onLowMemory()` handler fires. o!f handles this event and...
Split from https://github.com/ppy/osu-framework/pull/6261 Original pr has too much stuff changed at once, so a bit more lenient approach feels way better. Performance shouldn't differ much (if at all).