1. 14 Mar, 2020 1 commit
    • LoveEevee's avatar
      Multiplayer improvements and reupload score on error · 7f1bb9d3
      LoveEevee authored
      - In multiplayer you will play at the bottom if you joined second
      - Add a dialog to song select that score has not been saved
      - Uploads the score when logged in again
      - Translate error messages from the server
      7f1bb9d3
  2. 13 Mar, 2020 7 commits
  3. 12 Mar, 2020 2 commits
    • Bui's avatar
      Merge pull request #191 from bui/other-fixes · 47545e9d
      Bui authored
      More bug fixes
      47545e9d
    • LoveEevee's avatar
      More bug fixes · e81bf9b4
      LoveEevee authored
      - BPM and go go time change even when there are no notes after the change, seen in Ego Ego Atakushi and UFO Swingin'
      - Maker URL can be added to a local tja
        - Example: `MAKER: Creator name <https://example.com/path>`
      - Long list of settings scrolls more naturally with arrow keys
      - When media engagement is low, gamepad users will not be able to proceed on the title screen until a mouse click or a key press unpauses the audio context
      - Fix "Bad" note gauge judgement on easy difficulty
      - In debug, use hash to tell apart songs
      e81bf9b4
  4. 09 Mar, 2020 3 commits
    • Bui's avatar
      Merge pull request #189 from bui/bug-fixes · a899fd5c
      Bui authored
      Lots of bug fixes
      a899fd5c
    • LoveEevee's avatar
      Use Font Loading API instead of FontDetect · 4d370762
      LoveEevee authored
      4d370762
    • LoveEevee's avatar
      Lots of bug fixes · 9248a521
      LoveEevee authored
      - Toggling autoplay checkbox in debug now disallows saving the score
      - Fix crown of the song that was previously selected rendering above the genre
      - Outline of empty crowns is slightly darker
      - Fix rendering when there is a crown on oni and no crown on ura
      - Fix crowns overlapping the netplay 2P icon
      - Fix gauge in latency calibration
      - Fix debug to work on mobile, can be toggled with ctrl+alt+`;` on hacker's keyboard with permanent notification
      - Fix being unable to scroll the settings list without toggling something
      - Handle KeyboardInterrupt in server.py
      - Fix category jumping not working in session mode
      - Fix mouse cursor being hidden at results screen in session mode
      - Make "Issues" on the about screen and "An error occurred, please refresh" on loading screens translateable
      - CanvasCache uses integer increments for comparison instead of Date.now()
      - For imported songs, exclude song titles from genre comparisons if they appear in the name of the folder
      - Fix tja files with spaces in the notation
      - Fix second player's score on the results screen to have upside down appearance
      - Add fixed chinese strings
      9248a521
  5. 07 Mar, 2020 8 commits
  6. 05 Mar, 2020 1 commit
  7. 02 Mar, 2020 1 commit
  8. 01 Mar, 2020 2 commits
  9. 27 Feb, 2020 1 commit
  10. 23 Feb, 2020 2 commits
  11. 22 Feb, 2020 5 commits
  12. 25 Dec, 2019 2 commits
  13. 28 Nov, 2019 1 commit
    • LoveEevee's avatar
      Add global offset · ff09cb83
      LoveEevee authored
      Adds new settings for controlling the note offset while playing. It can be either an actual offset (it is called "Audio Latency" in the settings) or just the visual offset ("Video Latency").
      With higher audio latency it means you have to press the button sooner than what you hear, similarly with higher video latency it is sooner than what you see. By offsetting these events the game would play better, however, the sound effect of you hitting the drum would still play at the wrong time, the code cannot anticipate you to hit the drum in the future so to work around this issue a new option that disables drum sounds is also included.
      These settings could be set through trial and error but it would be better to get the correct values through the automated latency calibration, where you can hit the drum as you hear sounds or see a blinking animation. I tried making one by measuring latency from user input, adding all the latency up, and dividing, but that gives unreliable results. I hope someone suggests to me what I should be doing during the calibration to get better results, as I cannot figure what to do on my own.
      ff09cb83
  14. 27 Nov, 2019 1 commit
  15. 26 Nov, 2019 2 commits
  16. 25 Nov, 2019 1 commit