Beatmap Sections & Latency Reduction (#170)

* prep UI for chart section

* all special layers now on one area

todo: have buttons toggle between special layers  (selection mode shows all?), use the tabs system for this

* swapping between special timelines - prelim

* special entities can be placed

* spec. timeline base functions complete

music volume changes should work now

* attempt at input lag reduction

needs testing

* fix dsp issues

* smaller DSP buffer?

* Revert "smaller DSP buffer?"

This reverts commit 9d36db5ff9.

* make conductor clock use real time (double)

change order of execution of input-related scripts to further attempt a reduction in input latency

* start values can be changed

make the old special entity bar visible when the corresponding type is selected

* creation of Chart Sections (TODO: GO REFERENCE)

* added GO references

* section edit dialog

* disable wrapping on chart section obj

* backspace can now delete entities

* entities don't shift when duplicated

* fix PlayerActionEvent order of operations

- fixed remix loading trying to clear special timeline while it's writing to itself

* make oop check match parity

* more operation order fix

* fix Karate Man BG initialization

* show section progress in editor

todo: section progress in-game

* more fix for entity duping
This commit is contained in:
minenice55
2022-09-18 16:48:14 -04:00
committed by GitHub
parent 5992004556
commit bccd88e164
51 changed files with 5944 additions and 1129 deletions

View File

@ -134,7 +134,7 @@ namespace HeavenStudio.Editor
Fullscreen();
}
if (Input.GetKeyDown(KeyCode.Delete))
if (Input.GetKeyDown(KeyCode.Delete) || Input.GetKeyDown(KeyCode.Backspace))
{
List<TimelineEventObj> ev = new List<TimelineEventObj>();
for (int i = 0; i < Selections.instance.eventsSelected.Count; i++) ev.Add(Selections.instance.eventsSelected[i]);
@ -409,9 +409,9 @@ namespace HeavenStudio.Editor
{
GameManager.instance.LoadRemix(json, type);
Timeline.instance.LoadRemix();
Timeline.instance.TempoInfo.UpdateStartingBPMText();
Timeline.instance.VolumeInfo.UpdateStartingVolumeText();
Timeline.instance.TempoInfo.UpdateOffsetText();
// Timeline.instance.SpecialInfo.UpdateStartingBPMText();
// Timeline.instance.VolumeInfo.UpdateStartingVolumeText();
// Timeline.instance.SpecialInfo.UpdateOffsetText();
Timeline.FitToSong();
currentRemixPath = string.Empty;