Open Pallid3 opened 8 months ago
I had to launch gimp and use the ol' difference trick to even see what you were talking about.
There's a faint green glow on the sides of the hitcircle.
Please link the skin.
My guess would be that stable is using white flash colour for hitcircle overlays which is not the case in lazer where it's using circle colour https://github.com/ppy/osu/blob/c64d414d1b229c5dc508eadcfea1d8a9425cbcbd/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacyMainCirclePiece.cs#L131 Looking at the video it's hard to tell whether kiai flash is being applied to overlays in the first place.
This may be due to stable adding a separate lighting layer for each kiai flash?
Another possibility is that the layering is different. In lazer the flashing layers are adjacent to their originals while in stable both layers are at a higher depth to the original
This will require someone to experiment further to visually match.
Here's the stable code for reference:
internal virtual void UpdateKiai()
{
if (!player.NewSyncBeatWaiting) return;
int len = (int)(AudioEngine.BeatLength * 0.75f * 100f / AudioEngine.CurrentPlaybackRate);
foreach (HitObject h in player.hitObjectManager.hitObjectsMinimal)
{
int thisLen = len;
if (thisLen + AudioEngine.Time > h.EndTime)
thisLen = h.EndTime - AudioEngine.Time;
if (thisLen < 0) continue;
if (h.IsHit || !h.IsVisible || h.SpriteCollection.Count == 0) continue;
float finalFade = 0;// 1 - ((float)thisLen / len);
int add = Math.Max(25, 300 - h.Colour.R - h.Colour.G - h.Colour.B);
Color c = new Color(
(byte)Math.Min(h.Colour.R + add, 255),
(byte)Math.Min(h.Colour.G + add, 255),
(byte)Math.Min(h.Colour.B + add, 255));
if (ConfigManager.sHitLighting)
{
pSprite plight =
new pSprite(TextureManager.Load(@"lighting"),
h.SpriteCollection[0].Field,
Origins.Centre,
Clocks.AudioOnce, h.Position, 0, false, h.Colour);
plight.Scale = 1.2f;
plight.Transformations.Add(
new Transformation(TransformationType.Fade, 0, 0.5f, AudioEngine.Time,
AudioEngine.Time + 50));
plight.Transformations.Add(
new Transformation(TransformationType.Fade, 0.5f, finalFade, AudioEngine.Time + 50,
AudioEngine.Time + thisLen * 2));
plight.Additive = true;
player.hitObjectManager.spriteManager.Add(plight);
}
foreach (pSprite s in h.CreateKiaiSprites())
{
if (s == null || !s.IsVisible) continue;
s.Clock = Clocks.AudioOnce;
s.Depth += 0.1f;
s.Additive = true;
s.AlwaysDraw = false;
s.InitialColour = c;
s.Transformations.RemoveAll(t => t.Type == TransformationType.Fade);
s.Transformations.Add(new Transformation(TransformationType.Fade, s.Alpha * 0.3f, finalFade * s.Alpha, AudioEngine.Time, AudioEngine.Time + thisLen));
player.hitObjectManager.spriteManager.Add(s);
}
}
}
Type
Cosmetic
Bug description
Basically at kiai sections the hitcircles flash, which is normal. But in lazer they have bit of color/saturation, unlike in stable.
Video comparing stable and lazer: https://www.youtube.com/watch?v=QRaLodKmQSI
Screenshots or videos
No response
Version
2024.131.0-lazer
Logs
compressed-logs.zip