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
Fix bulbs on Catmull sliders #27734
Merged
Merged
Fix bulbs on Catmull sliders #27734
Changes from 1 commit
Commits
File filter
Filter by extension
Conversations
Failed to load comments.
Jump to
Jump to file
Failed to load files.
Diff view
Diff view
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Oops, something went wrong.
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
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.
Note that "At draw time" implies that the path normally doesn't have this optimisation applied. This actually has an effect.
In osu!stable the ball behaves like this:
2024-03-27.04-13-34.mp4
Notice how it does the weird loop at the knot, where there is technically still a bulb there. In osu!lazer it behaves like this:
2024-03-27.04-16-47.mp4
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.
On a visual pass, it looks like stable is taking longer at the "bulb" points while lazer isn't. So before I dive into the code, can you explain where the extra time is spent in lazer? Or does the slider just get marginally shorter?
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.
It looks like the extra time is spent at the end of the slider in lazer, going by how it slows down.
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.
and this is what we want?
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.
I was going to say that this behaves better than stable, but I'm still thinking about it
Technically it's possible to mimic stable's behaviour more closely, but I want to see how the other rulesets work in diffcalc first.
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.
I think this is still what we want. Applying the optimisation later on (in
GetPathToProgress
) would cause it to be applied to non-Catmull segments. This is probably the best that can reasonably be done.That being said, the diffcalc sheet showed changes in catch which I didn't like. I've changed it to only apply the optimisation in the osu ruleset.
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.
So what I'm getting out of this review thread is...
Is that understanding correct?
In that case I'm not thoroughly convinced that lazer needs changing here. To use an analogy, to me this is a bit like that "fake slider follow circle radius" thing wherein stable lies with its visuals as to how large the follow circle really is.
Classic mod toggle, maybe...?
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.
Correct.
The optimisation targets every path type and only deletes the bulbs by sheer luck. I'd actually say that the optimisation is more aggressive for other path types, but I digress. You can still bend the sliders to certain degrees and have the bulbs pop out again.
The optimisation traces back to the very beginnings of osu! (2007-09-02) likely targeted at improving performance more-so than visuals, because it was batched along with another that made sliders use AA'd paths (
a6fe6288c026a3efc485981bcf2f76b9b29e377e
):(2007-08-26, credit to osekai)
I don't feel okay with maps looking weird just because they were using an old algorithm. I think for all intents and purposes this should be considered as part of the algorithm. Furthermore, as mentioned in #27711, there are even recent maps using Catmull.
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.
So to sum up, the effect of this change is such that visuals on lazer will now match stable, but the actual input handling will be slightly different (because lazer will still handle input to match what it displays, it doesn't do the dumb games stable does with showing one path and using another for input).
I think I could be fine with that, personally. I definitely don't want to play the stable dumb games, so it's either this PR or nothing as far as I'm concerned. @peppy thoughts?