taulazer / tau

A customized osu! mode surrounding a paddle and some notes.
https://taulazer.github.io/
MIT License
171 stars 19 forks source link

Bump ppy.osu.Game from 2023.1008.0 to 2023.1221.0 #429

Closed dependabot[bot] closed 6 months ago

dependabot[bot] commented 6 months ago

Bumps ppy.osu.Game from 2023.1008.0 to 2023.1221.0.

Release notes

Sourced from ppy.osu.Game's releases.

2023.1221.0

Editor

ppy/osu#25916@​OliBomby)

Gameplay

ppy/osu#25934@​peppy)

Following discussions on discord, this seems like the most agreed upon value. Increasing this is important so that imported legacy scores don't lose too much value.

Gameplay (osu!)

ppy/osu#25917@​rushiiMachine)

A significant portion of players that play primarily using relax mod have asked for the ability to compile relax with other mods, such as "perfect". This wasn't possible until now as relax blocked failing.

This change allows both "relax" and "autopilot" mods to fail, and as a result allows combining "no fail", "perfect" and "sudden death" with them.

If you're a relax player and want to keep the mod as relaxing as you remember it to, you can make a mod preset with RX+NF!

ppy/osu#25876@​bdach)

Users reported that some stable scores would convert to large negative total scores in lazer after the introduction of combo exponent. Those large negative total scores were actually mangled NaNs.

(This fix was in yesterday's release)

ppy/osu#25951@​peppy)

I mentioned adding this multiple times this week, so here it is. Design is placeholder in all cases.

Gameplay (osu!mania)

ppy/osu#25958@​smoogipoo)

Discussed here and here

The general gist of it is that, right now DT and NC are seen more as a personal preference than mods that have any significant impact to scores. The 1M score cap is seen as "sacred" to the degree that these mods, whether the reader agrees with the idea that these are personal preference or not, are not significant enough to justify breaking the score cap.

I believe we've reached the amicable conclusion that we are not adverse to experimenting with mods and their effects, multipliers, and other ways to display scores for showcasing purposes.

One such idea proposed, is to see whether a DT/NC mod with fixed hitwindows becomes more worthy of having a mod multiplier, combined with a separate mod for the current hitwindow-affecting rate adjustment

But, that is for future work. For the time being, I'm satisfied with the conclusion and bringing things to a common ground that everyone can agree with is an objective point of reference.

ppy/osu#25945@​smoogipoo)

... (truncated)

Commits
  • 0c242fb Merge branch 'show-tick-results' into release
  • 130be4b Merge branch 'master' into release
  • c23dd1f Merge pull request #25945 from smoogipoo/mania-scorev2-values
  • c5fb4d0 Mark flaky test temporarily
  • eb8fb80 Attempt to standardise miss handling logic
  • fcf4726 Revert change to OsuHitWindows and move logic local to pooling initialisation
  • 9515f7d Bump score version in order to recompute legacy scores
  • 8c06d38 Merge branch 'master' into mania-scorev2-values
  • b0da241 Remove outdated inline comments
  • a8c9db2 Merge pull request #25958 from smoogipoo/remove-mania-rate-multipliers
  • Additional commits viewable in compare view


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dependabot[bot] commented 6 months ago

Superseded by #431.