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Add object duration checks #13874
Add object duration checks #13874
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Looks fine otherwise.
/// </summary> | ||
private const double leniency = 0.5d; | ||
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public CheckMetadata Metadata { get; } = new CheckMetadata(CheckCategory.Compose, "Zero-length hitobjects"); |
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public CheckMetadata Metadata { get; } = new CheckMetadata(CheckCategory.Compose, "Zero-length hitobjects"); | |
public CheckMetadata Metadata { get; } = new CheckMetadata(CheckCategory.Compose, "Zero-length objects"); |
We don't use the term "hitobject" anywhere in messages exposed to the user, as far as I can see.
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There are a few other checks where this term is used, like "unsnapped hitobjects", "concurrent hitobjects", "offscreen hitobjects", etc (these are meant to be exposed to the user at some point). I'd say if we want to change that it'll probably be best handled in that separate pass you mentioned on discord, as it will affect more than just this PR.
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Can probably happen when we add localisation support for all this stuff, if not sooner.
Makes more progress on #12091
A little uncertain if we want
CheckTooShortSliders
andCheckTooShortSpinners
to be named so similarly considering one is a spread-dependent check and the other applies to any difficulty. We'll eventually want another too short spinner check that is specifically for spread (making sure beginners have enough time to spin and recover), so I could see this getting a bit confusing, but I'm not sure what else to call them at the moment.KG6kMU2iaG.mp4
The verify tab can now detect when sliders in easy difficulties are extremely short, when spinners are so short that auto can't achieve 1000 on them, and when objects somehow have a duration of 0 or less.