Change taiko hit flying animation to be rate independent#37541
Change taiko hit flying animation to be rate independent#37541peppy wants to merge 6 commits intoppy:masterfrom
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Matches stable. Not a toggle for now, but we could make it one if there's any pushbash against this (let's see).
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Just wanna mention that I did make a discussion post about this exact issue about 1 month ago here: #37131 I was planning on making it an issue initially but was encouraged to make it a discussion first. |
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I personally like the animation not being rate dependant currently. It makes it feel like the game is actually slowed down and not just the gameplay, which I can see why others don't like, but i've been playing osu!taiko on lazer for so long now I'm not sure if I'll be able to play without this to some extent. It just feels like a nice detail the game had. Please make this a toggle if possible so everyone can be happy 🙏 |
Co-authored-by: Walavouchey <36758269+Walavouchey@users.noreply.github.com>
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| this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad); | ||
| // Rate independent to match stable. | ||
| double length = gravity_time * (rateAdjustedHitAnimations.Value ? 1 : Clock.Rate); |
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Somewhat minor point, but this should probably be using GameplayClock.GetTrueGameplayRate() if available.
This matters in replays, because with this code as written, messing with replay playback speed affects the flying hit animation:
While the default hasn't changed, users that prefer how stable behaved can now toggle the new toggle to get their preferred animation behaviour back.
osu.2026-04-27.at.07.33.41.mp4
Alternative to and closes #37529.
See #37131.