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Add keywords to FPS related settings
I found this way too high in the editor, not giving enough feedback when seeking. To recap, this was put in place to avoid glitchy sounding audio. Such glitchiness only occurs with *very* fast seeks. This is still well within sane range.
… visually focused
This reverts to the way stable does things. Smooth seeking is nice and all, but slows things down and doesn't give the instant reponse that mappers are used to. This should fix some performance issues regarding seeking as it no longer tries to render large portions of the map during the seek operation. Note that I've also forced the summary timeline to always non-smooth seek. It was bugging out in weird ways when doing smooth seeks and I don't want to attempt to fix it.
Reduce audio seek debounce time downwards
Fix a couple of edge cases when interacting with the now playing overlay using keyboard control
Localise various strings on `Play` screen (again)
Change editor to not seek smoothly when performing distant seeks
Localise various strings in settings
Update framework
Fix random selection not showing selection when all groups are collapsed
Standardise ruleset error logging to always include exception in logs
…e being shown in setup tab as belonging to custom sample bank 1 (#36425) To explain on the wordy and probably incoherent title: The patient zero for this was the following discord report: https://discord.com/channels/188630481301012481/1097318920991559880/1463029073998774375 After information extraction, it turned out that the user manually used the "Edit externally..." feature to rename a sample to `normal-hitnormal1.mp3`, thinking (logically, to be fair), that the 1 bank works the same way that all the others do. It doesn't, samples in the 1 bank do not have a numerical suffix in the filename - but the logic retrieving the sample sets to display in the setup tab was not checking that, leading to confusion wherein a sample would only "work" in the setup tab but not in the actual editor composer. Can be tested with [the beatmap provided by the user](https://discord.com/channels/188630481301012481/1097318920991559880/1463110516573470774).
| master | pr | |-|-| | <img width="691" height="84" alt="osu_2026-01-20_18-16-38 — копия" src="https://github.com/user-attachments/assets/24e24131-525b-4603-b6f7-dbdd6e8be188" /> | <img width="694" height="76" alt="osu_2026-01-20_18-12-45 — копия" src="https://github.com/user-attachments/assets/d880b9c8-8a69-494e-863f-170f904a71b2" /> | | <img width="581" height="191" alt="osu_2026-01-20_18-16-38" src="https://github.com/user-attachments/assets/01256367-3275-40c3-9da2-0073e4e33a1d" /> | <img width="570" height="184" alt="osu_2026-01-20_18-12-45" src="https://github.com/user-attachments/assets/a9b2ce0a-b571-4f94-bf0e-7869bd32e6ae" /> |
Update settings to use new "form" style controls
Add envvar to disable error reporting
…od-select Mod Select: Support numeric row hotkeys to quick select Presets
closes #36428 this one's my bad: #36195 (comment)
Fix broken percentage formatting in form slider bars
See inline commentary. I don't really have any energy left to provide
anything else, other than maybe a demonstration of how this dies in
framework:
diff --git a/osu.Framework.Tests/Visual/UserInterface/TestSceneScreenStackUnbindOnExit.cs b/osu.Framework.Tests/Visual/UserInterface/TestSceneScreenStackUnbindOnExit.cs
new file mode 100644
index 000000000..c74ce6636
--- /dev/null
+++ b/osu.Framework.Tests/Visual/UserInterface/TestSceneScreenStackUnbindOnExit.cs
@@ -0,0 +1,59 @@
+// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
+// See the LICENCE file in the repository root for full licence text.
+
+using NUnit.Framework;
+using osu.Framework.Allocation;
+using osu.Framework.Graphics.UserInterface;
+using osu.Framework.Screens;
+
+namespace osu.Framework.Tests.Visual.UserInterface
+{
+ public partial class TestSceneScreenStackUnbindOnExit : FrameworkTestScene
+ {
+ [Cached]
+ private ScreenStack screenStack = new ScreenStack();
+
+ [Test]
+ public void TestScreenExitUnbindDoesNotInterruptLoadComplete()
+ {
+ AddStep("set up the scenario", () =>
+ {
+ Child = screenStack;
+ screenStack.Push(new Screen());
+ screenStack.Push(new BrokenScreen());
+ });
+ AddUntilStep("wait to get to target screen", () => screenStack.CurrentScreen, Is.InstanceOf<Screen>);
+ }
+
+ private partial class BrokenSlider : BasicSliderBar<float>
+ {
+ [Resolved]
+ private ScreenStack screenStack { get; set; } = null!;
+
+ protected override void LoadComplete()
+ {
+ // exiting the current screen provokes the behaviour of unbinding all bindables in the screen's subtree
+ screenStack.CurrentScreen.Exit();
+
+ // ...but the following calls should still take correct effect inside `SliderBar`
+ // (namely one consisting of propagating `{Min,Max}Value` into `currentNumberInstantaneous`)
+ // so that it doesn't have its internal invariants violated
+ CurrentNumber.MinValue = -10;
+ CurrentNumber.MaxValue = 10;
+
+ // this notably calls `Scheduler.AddOnce(updateValue)` inside, which will happen *in the imminent future, in the same frame as `LoadComplete()` here.
+ // if the above mutations of `{Min,Max}Value` don't correctly propagate inside the slider bar due to an overly eager unbind, this will cause a crash.
+ base.LoadComplete();
+ }
+ }
+
+ private partial class BrokenScreen : Screen
+ {
+ [BackgroundDependencyLoader]
+ private void load()
+ {
+ InternalChild = new BrokenSlider();
+ }
+ }
+ }
+}
I attempted to address what I perceive to be the root issue here which
is that `ScreenStack` is allowed to arbitrarily unbind bindables under
drawables which are by all means still in the scene graph. The attempt
consisted of scheduling the unbind until after children of the screen
stack, but that caused 150 game-side tests to fail, seemingly on
something relevant to bindable leases, so I give up.
… valid times See CI failures like https://github.com/ppy/osu/actions/runs/21238110652/job/61110112412?pr=36404#step:5:21. Hopefully works this time.
Fix legacy health display using incorrect bulge texture when at low HP
Locally schedule beatmap skin change callbacks to ensure they fire at valid times
Work around flaky `TestSceneFirstRunSetupOverlay` tests
TC is a mod that always increases difficulty and is quite similar to HD. Given we even have diffcalc/pp considerations for it it's time to move it to the category it belongs. This doesn't cover any other mods that might need reshuffling too because TC is the only one that has actual impact on difficulty-based leaderboards (as in pp) and some people are actively playing it for the difficulty increase and not just as a fun gimmick. After a quick search turns out it was difficulty increasing from the start but was moved to fun in review #3569 (comment) but I don't really agree with that. Also as far as I know multimods don't do anything anymore?.. I've put it into HD multimod for consistency, but can move it to be separate if you want Co-authored-by: Dan Balasescu <smoogipoo@smgi.me>
Nothing really egregious here so not bothering with PR review. One dodgy bug which has been [reported](https://youtrack.jetbrains.com/issue/RIDER-135036/Incorrect-recursive-on-all-execution-paths-inspection) and temporarily ignored.
Fix previous usernames display showing underneath other elements
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