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Releases: ppy/osu

2024.521.2

21 May 07:26
20a539b
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What's Changed

SDL3 reverted

Full Changelog: 2024.521.1...2024.521.2

2024.519.1

19 May 09:00
5e1f696
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What's Changed

  • Fix total score without mods migration failing on custom ruleset scores when custom ruleset cannot be loaded by @bdach in #28213

Full Changelog: 2024.519.0...2024.519.1

2024.519.0

19 May 06:42
9fcd3b5
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Audio

Reduce startup volume (#28031 by @peppy)

Constant complaints about startup volume mean we should reduce it further and let users adjust as they see fit.

Values are from matching roughly with Apple Music volume of the same song, which should be a good guideline for not overpowering other things on system.

Smaller changes

  • Fix preview tracks playing after their owning overlay has hidden (#27898 by @bdach)

Editor

Add a chevron to distinguish editor menus with submenus (#27974 by @peppy)

Before After
2024-04-23 21 34 46@2x 2024-04-23 21 36 37@2x

Preserve storyboard events when saving a beatmap in the editor (#28033 by @peppy)

Until we have full encoding support for storyboards, this stop-gap measure ensures that storyboards don't just disappear from existence. Without this, saving a beatmap in the editor removes all local storyboard content (ie. anything in the .osu file). The most noticeable is any video background.

Smaller changes

  • Improve performance in timing setup screen (#27958 by @EVAST9919)
    • |master|pr|
      |---|---|
      |osu_2024-04-21_17-42-22|osu_2024-04-21_17-43-25|
  • Add verify checks for incorrect audio formats (#27895 by @64ArthurAraujo)
  • Fix deleting modified difficulty via editor leaving user in broken state (#27996 by @bdach)
    • If the difficulty being edited has unsaved changes, the editor exit flow would prompt for save after the deletion method has run. This is undesirable from a UX standpoint, and also leaves the user in a broken state.
  • Fully refetch working beatmap when entering editor (#27997 by @bdach)
  • Fix adding slider control points via context menu not undoing correctly (#27993 by @bdach)
  • Fix changing distance spacing multiplier hiding the distance snap grid when it's already shown (#28066 by @bdach)
  • Improve slider placement performance (#28102 by @EVAST9919)
  • Reduce container nesting inside PathControlPointPiece (#28205 by @EVAST9919)

Framework

Fix texture memory leak in Direct3D (ppy/osu-framework#6250 by @smoogipoo)

If you were seeing sluggish performance the longer the game was running (and potentially switched your renderer as a result), please give direct3d another chance!

Upgrade to SDL3 (#27815 by @Susko3)

Migrate Android framework to SDL (ppy/osu-framework#6105 by @hwsmm)

Removes a lot of legacy code and means we have less things to worry about with android.

Smaller changes

Gameplay

Tweak resume overlay to allow better visibility of hit objects underneath (#28050 by @peppy)

This change decreases alpha as the count proceeds. It also adds an initial delay before the countdown starts, to make things feel a bit less jank when resuming gameplay. Had to restructure slightly to make that part work.

Don't hide playfield layer with HUD (#28062 by @peppy)

Touched on in #12039. I think this makes sense - things which are attached to the playfield are expected to always be attached and not disappear. Something like an osu!mania health bar.

This gives users a way to make elements always display (regardless of the HUD hide setting) which is also cool.

Improve storyboard performance by using native loop support (#27539 by @frenzibyte)

Smaller changes

  • Fix storyboard videos not accepting transforms (#27967 by @peppy)
    • In stable, storyboard videos can actually accept all kinds of transforms just like other sprites. That wasn't working until now.
  • Continue loading even when osu! logo is being dragged at loading screen (#28174 by @peppy)

Gameplay (osu!)

  • Add Traceable performance calculation support (#27148 by @Givikap120)
  • Fix resume overlay not appearing after pausing when mouse cursor is inside window but outside of actual playfield area (#27896 by @bdach)
  • Fix cursormiddle not using the same skin source as cursor (#27964 by @smoogipoo)
  • Fix touches on judged circles changing cursor position (#28167 by @smoogipoo)

Gameplay (osu!catch)

Fix gameplay PP counter not matching results screen (#27808 by @smoogipoo)

Gameplay (osu!mania)

Add more usable osu!mania touch input system (#28173 by @peppy)

This takes smoogi's previous effort (#27790) and presents it in a state where it can be merged without skin configurability concerns. I've left the configurable settings in code for exposing in the future.

I've made changes to bring it more in line with how taiko's touch area system was implemented for conformity. The major change is that it no longer uses the presence of touch mod to decide whether to display (and can now be summoned using a mouse click or touch).

Do not change mania column width on mobile platforms (#28186 by @bdach)

With the new touch overlay, this doesn't make as much sense.

Input

  • Implement focus traps (ppy/osu-framework#6286 by @smoogipoo)
    • By extracting focus-management logic out of InputManager, we can implement something akin to a focus trap. Components can trap the...
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2024.412.1

13 Apr 07:12
fdf1ab5
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What's Changed

Full Changelog: 2024.412.0...2024.412.1

2024.412.0

13 Apr 03:00
dd22735
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Code Quality

Editor

Improve editor performance when many timeline ticks are present (#27632 by @EVAST9919)

Improve editor performance for maps with many control points (#27630 by @EVAST9919)

Smaller changes

Framework

Fix word wrapping not working well with chinese/japanaese/korean languages (ppy/osu-framework#6231 by @bdach)

Smaller changes

Gameplay

Change gameplay disclaimers to show inline and not delay gameplay start (#27616 by @bdach)

Add delayed resume for taiko/catch/mania (#27079 by @smoogipoo)

Fix some maps requiring multiple intro skips that weren't there on stable (#27784 by @bdach)

Add new icons for hit error meter (ppy/osu-resources#317 by @peppy)

2024-04-04 14 29 55@2x

Update hit error metre to use new icons (#27787 by @peppy)

Smaller changes

  • Fix incorrectly encoded score IsPerfect value (#27668 by @smoogipoo)
  • Add sample for gameplay resume countdown (ppy/osu-resources#314 by @nekodex)
  • Fix break overlay arrows look ugly on bright backgrounds (#27760 by @EVAST9919)
    • | before | after |
      |--------------------------------------------------------------------------------------------|----------------------------------------------------------------------------------------|
      | master | pr |

Gameplay (osu!)

  • Fix bulbs on Catmull sliders (#27734 by @smoogipoo)
    • Some old maps were showing weird loops in sliders which weren't rendered in stable. Now they don't render here either.

Gameplay (osu!catch)

  • Fix catch banana shower judgement causing fail when at 0 HP (#27677 by @smoogipoo)
    • Fixes the follow-up issue in #27121

Gameplay (osu!mania)

Gameplay (osu!taiko)

Fix taiko mascot size not matching expectations (#27758 by @peppy)

Smaller changes

  • Fix taiko legacy score simulator not including swell tick score gain into bonus portion (#27729 by @bdach)

Import

  • Fix SkinImporter not using invariant culture when parsing skins without skin.ini (#27739 by @Susko3)
  • Avoid reporting an import as successful when all beatmaps failed to import (#27755 by @peppy)

Online

Support Discord game invites in multiplayer lobbies (#27443 by @jvyden)

Smaller changes

Platform

######## Changes

  • (SDL3-CS) from namespace SDL2 & class SDL to namespace SDL & class SDL3 (made more sense as the functions are imported from SDL3.dll)
  • (SDL3-CS) structs and enums now live in the namespace instead of being nested in the SDL3 class
  • (SDL3-CS) pointer types are now proper pointers instead of IntPtr, which means more "unsafe" code
  • (SDL3-CS) minor changes to return/struct types, reducing need for casts
  • (SDL3-CS) simple function signature changes: from ref, in & out to pointers (unfortunate, but automatically generating these would be hell)
  • (SDL3-CS) function that take strings now take ReadOnlySpan<byte>, requiring Encoding.UTF8.GetBytes() calls or UTF-8 string literals
  • (SDL3-CS) function pointers instead of delegates in native callback functions
  • simple renames done via SDL-provided build-scripits/rename_symbols.py
  • migrations from the Migrating to SDL 3.0 guide
  • minor update of SDL3ControllerBindings logic (basically per SDL3 migration guide)
  • removal of borderless fullscreen on macOS and Linux (merged into fullscreen with SDL3)
  • updated windowing logic to account for SDL_DisplayID instead of previously used display index
  • osu!framework DisplayMode.RefreshRate changed from int to float
  • SDL relative mouse mode instead of custom WindowsMouseHandler mouse logic
    including removal of custom tablet handling logic. SDL_pen.h would be the replacement for that, but it's currently only supported on Linux
  • updated WindowsWindow to account for SDL_SYSWMEVENT removal
    has caused some minor regressions in IME handling (the new method isn't giving us all the expected messages)
  • updated JetBrains.Annotations to latest version
  • renamed SDL2 β†’ SDL3

######## Issues

  • IOpenGLGraphicsSurface.BackbufferFramebuffer used to return useful information on iOS
  • waiting un upstream: libsdl-org/SDL#9430
  • OpenGL probably won't work on iOS?
  • minor IME regressions on windows
  • releasing mouse button outside window with relative mouse mode causes next click to be ignored (SDL issue, it seems)
  • (possible issue) non-OTD tablet input with relative mouse mode on windows (WindowsMouseHandler logic was removed)

######## Future work

  • add full support for async raw mouse + keyboard on windows #6235
  • look into windows IME regression...
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2024.312.1

12 Mar 11:02
e431c12
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Code Quality

Online

Fix medals which are specific to a game mode not displaying correctly (#27574 by @bdach)

Performance

Reduce update overhead in osu! playfield when many objects are visible (#27562 by @EVAST9919)

Reliability

Downgrade realm to work around crashes on latest release (#27585 by @peppy)

Running osu! with data stored on an ExFAT drive stopped working with the last release. This will be fixed in this release. If your data is missing, please open your osu! data folder and rename the client_xxx_corrupted.realm file to client.realm (deleting the new one created with a smaller filesize) after completing the update.

Fix exports containing zero byte files after import from specific ZIP archives (#27586 by @bdach)

Full Changelog: 2024.312.0...2024.312.1

2024.312.0

11 Mar 17:33
9bc55be
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Code Quality

Editor

Fix editor displaying combo colours in effectively incorrect order (#27344 by @bdach)

Fix "Use current" snap not working (#27386 by @peppy)

Change editor screen switcher control design and behaviour to act like a button (#27516 by @frenzibyte)

Smaller changes

  • Fix incorrect gradient application to some timeline blueprints (#27564 by @EVAST9919)
    • We were applying colour to the drawable with negative padding (which by itself is a workaround). Now applying directly to the content.
master pr
master-long pr-long
master-short pr-short

Gameplay

Make flashlight scale with playfield (#26181 by @rushiiMachine)

When the playfield is shrunk with mods such as BarrelRoll, flashlight does not account for this, making it significantly easier to play. This makes it scale along with the playfield Scale.

Avoid stopping / starting gameplay when running behind but a replay isn't attached (#27504 by @peppy)

Should fix the underlying issue causing the backwards seeks during gameplay.

Add "Argon" performance points counter (#27498 by @frenzibyte)

Add new hitsounds for "argon" skin (ppy/osu-resources#311 by @nekodex)

My primary goal with this sampleset is to offer a fresh, modern take on stable/legacy's hitsounds that would work as a drop-in replacement for beatmaps that were created with stable/legacy's sampleset in mind.

I've used reverb and increased stereo width to make the hitsounds less 'in your face' than the stable/legacy ones, making them more pleasant to the ear IMO. To compensate for potential audibility loss, I've used increased transients (punchyness), greater frequency range (with distortion/saturation/etc) and in some cases a volume bump to get them sounding equally legible.

I also decided to shorten the samples (relative to stable/legacy) in response to modern beatmaps being of increased difficulty/hitobject-density compared to maps from back when peppy created the stable/legacy sampleset.

In theory this allows for new players to progress further through harder maps before feeling the need to find an alternative skin/sampleset to hear what they're doing accurately - at which point, there's now conveniently also argon pro.

The sampleset does diverge a bit in some aspects (i.e. spinner sounds, fail sound, etc) to lean into lazer's aesthetic, but otherwise I hope the hitsounds should still be recognizable as some facsimile of their stable/legacy counterparts and hopefully still feel and play just as good (if not better) than stable/legacy did.

Smaller changes

Gameplay (osu!)

  • Fix old-style legacy spinner fade-in not matching stable (#27320 by @frenzibyte)
  • Allow pp for muted mod for any combination of settings (#27144 by @cdwcgt)
    • "Muted" doesn't change gameplay so can we make it ranked when adjust settings.
  • Fix slider head being incorrectly dimmed twice (#27369 by @Detze)
    • | before | after |
      | :---: | :---: |
      | before | after |
  • Rewrite legacy slider path rendering to match stable better (#27383 by @Detze)
  • Fix slider tails sometimes not dimming correctly (#27401 by @bdach)
  • Fix osu! standardised score estimation algorithm violating basic invariants (#27513 by @bdach)
  • Fix slider tracking state not restoring correctly in all cases on rewind (#27429 by @bdach)
  • Fix cross-talk between pooled DrawableSliderRepeat usage causing incorrect rotation (#27529 by @peppy)

Gameplay (osu!catch)

  • Fix draining processor failing gameplay on bonus misses, tiny droplet misses, and ignore hits (#27154 by @bdach)
  • Fix catch fruit position getting randomised when last fruit has zero position (#27456 by @frenzibyte)
  • Fix catch pp calculator not matching live with respect to miss handling (#27489 by @bdach)

Gameplay (osu!mania)

  • Fix osu!mania key images potentially showing gaps between columns (#27453 by @frenzibyte)
    • | Before | After |
      |--------|--------|
      | CleanShot 2024-03-01 at 22 52 59 | CleanShot 2024-03-01 at 22 53 28 |

Gameplay (osu!taiko)

  • Hide osu!taiko scrolling graphic when the beatmap has storyboard (#27424 by @frenzibyte)
  • Fix 1px flashlight gaps when gameplay scaling mode is active (#27533 by @bdach)

Main Menu

Allow better menu navigation using same hotkey to progress to destination (#27389 by @peppy)

You can now use:

  • L L L to get to playlists
  • M M M to get to multiplayer
  • S to get to settings
  • E E to get to the beatmap editor

Smaller changes

  • Fix main menu eating keys if user presses too fast (#27393 by @peppy)

Multiplayer

Implement difficulty tooltips for multiplayer lobbies (#26531 by @smallketchup82)

image

Online

Show user statistics updates on multiplayer and playlists results screens (#27331 by @bdach)

When discord is set to privacy mode, don't show beatmap being edited (#27440 by @peppy)

Scenarios include:

  • Editing one's own map and revealing their username in the creator field
  • Editing a private beatmap by someone else (ie. an unrevealed pool beatmap for a tournament)

Add flow for displaying achieved medals (#27276 by @bdach)

Smaller changes

  • Clear stored username/token from config when relevant checkboxes are unticked on login panel (#27299 by @BoudewijnPopkema)
  • Resolve issues with Discord RPC while on Do Not Disturb (#27354 by @jvyden)

Performance

Improve storyboard performance by better handling sprites lifetime (#27454 by @EVAST9919)

Let's use world.execute(me) as a storyboard example, since it has a lot of objects, which makes all the values exaggerated and easier to see the difference.

Smaller changes

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2024.302.1

02 Mar 16:51
7564490
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Gameplay

Fix gameplay seeking backwards for a single frame for some users (#27426 by @peppy)

Gameplay (osu!)

Fix incorrect standardised score estimation on selected beatmaps in osu! ruleset (#27361 by @bdach)

Can only realistically affect beatmaps with difficultyPeppyStars = 0, of which there are known 2:

Song Select

Improve search performance at song select when a collection is selected (#27336 by @peppy)

Platform

Adjust user storage paths for better cross-platform support (ppy/osu-framework#6196 by @smoogipoo)

Full Changelog: 2024.221.0...2024.302.1

2024.221.0

21 Feb 18:20
901bb01
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Gameplay

Fix beatmap offsets not being applied correctly to extreme rate changes (#27243 by @myQwil)

Gameplay (osu!)

Fix classic skins incorrectly applying scaling factor to approch circles (#27286 by @peppy)

In triangles and argon, we expanded hitcircles to take up the full 128 px which are clickable, but still use the old approach circle sprite. To make it feel correct (ie. disappear as it collides with the hitcircle, not when it overlaps the border) we need to expand it slightly.

Note that this fix only affects classic/legacy skins.

Before After
2024-02-21 13 49 47@2x 2024-02-21 13 50 27@2x
2024-02-21 13 47 25@2x 2024-02-21 13 45 42@2x
2024-02-21 13 46 56@2x 2024-02-21 13 45 28@2x
2024-02-21 13 46 39@2x 2024-02-21 13 45 50@2x

Fix classic skin follow circles animating from incorrect starting point (#27288 by @peppy)

Performance

Settings

Remove Veldrid OpenGL renderer, always use (legacy) GLRenderer (ppy/osu-framework#6193 by @smoogipoo)

Spurred by people using this renderer, likely because "legacy" has a bad connotation associated with it (e.g. https://discord.com/channels/188630481301012481/1097318920991559880/1209220240383418438).

This forces GLRenderer ("legacy") to be used even when the OpenGL renderer type is selected.

Song Select

Fix beatmap carousel ordering not matching expectations (#27292 by @bdach)

Broke in yesterday's release, oops.

UI

  • Localise storage error popup dialog (#27258 by @Loreos7)
  • Update markdown code block implementation in line with framework changes (#27218 by @frenzibyte)

2024.219.0

19 Feb 16:15
c87bc8b
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Code Quality

Editor

Fix deselecting slider adding control points (#27056 by @kongehund)

Will no longer add control points if the selection has 2 or more objects.

Framework

Upgrade to .NET 8 and C# 12 (ppy/osu-framework#6169 by @smoogipoo)

Performance improvements across the board. Over 50% in some cases (song select is apparently much nicer now).

Smaller changes

Gameplay

Allow a few new mods and mod settings for pp (#26935 by @bdach)

The following mods and settings are now allowing PP gains:

  • Mod "Accuracy Challenge".
  • Mod "Blinds".
  • Mod "No Scope".
  • "Restart on fail" setting of Sudden Death & Perfect.
  • "Adjust pitch" setting of Half Time / Double Time.

Show PP and rank changes in the toolbar (#27156 by @bdach)

Smaller changes

  • Bump databased star rating versions (#27065 by @smoogipoo)
    • Should fix some users that have had lazer installed for quite some time having incorrect SR values for some old beatmaps.
  • Improve low volume detection (#26951 by @myQwil)
  • Fix WorkingBeatmapCache caching beatmap in wrong state leading to crash (#27239 by @peppy)

Gameplay (osu!)

Fix relax mod not respecting tracking state of sliders when triggering actions (#26763 by @frenzibyte)

Create key-presses when watching osu!stable "Relax" replays (#27145 by @tsunyoku)

osu!stable does not record key presses onto replays with Relax, so attempting to watch them back in lazer didn't work historically.

Smaller changes

  • Fix cursor ripples displaying on release positions in replays (#27200 by @frenzibyte)

Gameplay (osu!catch)

Never flip fruit on plate (#27165 by @frenzibyte)

Limit vertical visibility of osu!catch playfield to an aspect ratio of 4:3 (#27162 by @frenzibyte)

Gameplay (osu!mania)

Add progressive coverage for mania's Hidden and FadeIn mods (#27068 by @smoogipoo)

This restores progressive coverage that HD and FI had in osu!stable, and adds a new mod ManiaModCover / CO which allows setting a custom cover.

Smaller changes

  • Fix selected legacy skins crashing on zero-length hold notes (#27138 by @bdach)

Gameplay (osu!taiko)

  • Convert selected legacy skin sprites to grayscale (#27059 by @bdach)
    • Fixes silly skins doing silly stuff they shouldn't.

Online

Give better visibility when the game is pending 2FA (#26920 by @peppy)

Add 2FA verification screen to registration flow (#26950 by @bdach)

Smaller changes

Performance

Platform

Suggest to update only if the latest release is available for the current platform (#26930 by @Susko3)

We've had few releases lately where mobile isn't working / is crashing, so the mobile release was pulled. Unfortunately, the game would still send an update notification, leading to many people opening issues about the update not being available for their platform.

This fixes that.

Smaller changes

  • Update windows icon metrics to match previous icon (#27184 by @peppy)
  • Update iOS icon metrics to match previous icon (#27185 by @peppy)

Results

Fix results screen not handling F ranks properly (#26733 by @frenzibyte)

Song Select

Display which mods grant pp (#26934 by @bdach)

In mod select and in song select footer.

Add last played search filter in song select (#23129 by @Elvendir)

You can now search for played<30 for beatmaps played in the last 30 days.

Smaller changes

  • Add aliases "author" and "mapper" for searching creator (#27112 by @Stoppedpuma)
  • Fix star counter decrease animation being delayed when current is over displayed star count (#27205 by @Joehuu)
  • Consider case sensitivity when sort...
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