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merge from release 1 (#460)
* Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs
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@ -393,10 +393,8 @@ namespace HeavenStudio.Editor
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StandaloneFileBrowser.OpenFilePanelAsync("Open Remix", "", extensions, false, (string[] paths) =>
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{
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var path = Path.Combine(paths);
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if (path == string.Empty) return;
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GlobalGameManager.ShowLoadingMessage("Loading", $"Loading remix from {path}");
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try
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{
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string tmpDir = RiqFileHandler.ExtractRiq(path);
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@ -417,8 +415,6 @@ namespace HeavenStudio.Editor
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remixName = Path.GetFileName(path);
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UpdateEditorStatus(false);
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CommandManager.instance.Clear();
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GlobalGameManager.instance.HideDialog();
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});
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}
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@ -924,7 +924,8 @@ namespace HeavenStudio.Editor.Track
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public void UpdateOffsetText()
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{
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FirstBeatOffset.text = (GameManager.instance.Beatmap.data.offset * 1000f).ToString("G");
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// show up to 4 decimal places
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FirstBeatOffset.text = (GameManager.instance.Beatmap.data.offset * 1000f).ToString("F0");
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}
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public void UpdateOffsetFromText()
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@ -934,10 +935,7 @@ namespace HeavenStudio.Editor.Track
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FirstBeatOffset.text = "0";
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// Convert ms to s.
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var newOffset = Convert.ToSingle(FirstBeatOffset.text) / 1000f;
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// Limit decimal places to 4.
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newOffset = (float)System.Math.Round(newOffset, 4);
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double newOffset = Convert.ToDouble(FirstBeatOffset.text) / 1000f;
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GameManager.instance.Beatmap.data.offset = newOffset;
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