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Distance Snapping uses last slider velocity, regardless of hitcircles #32121

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rvneXe opened this issue Feb 27, 2025 · 8 comments
Open

Distance Snapping uses last slider velocity, regardless of hitcircles #32121

rvneXe opened this issue Feb 27, 2025 · 8 comments

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@rvneXe
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rvneXe commented Feb 27, 2025

Type

Game behaviour

Bug description

Hello. I think this bug is somehow related to #32014

Distance snapping is used to consider last object's velocity. if it was a slider, then snapping would be "Base Velocity × Distance Snapping ‍× Slider Velocity" and if it was a hitcircle, then ordinary "Base Velocity × Distance Snapping".

But Now, the snapping system always uses the last slider. Regardless of hitcircles, or even break times! This behaviour is extremely difficult to work with.

2025-02-27_07-39-57.mp4
2025-02-27_07-43-53.mp4

Screenshots or videos

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Version

2025.225.0 (this issue was present in 2025.221.0 before updating somehow, but I don't know how)

Logs

compressed-logs.zip

@cihe13375
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cihe13375 commented Feb 27, 2025

This is an intended change. Let's say there is a section with 1.2x SV (mixed with circles and sliders) and you want DS all the time (e.g. low difficulties). You can see why the old behavior doesn't work well.
I think a better request might be adding an "absolute DS mode", i.e. DS is only proportional to the spacing and is unrelated to SV. I don't know if that's what you want.

@bdach
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bdach commented Feb 27, 2025

As above, this was an intentional change. Partially because mappers are used to working with stable "green lines" which behave in the same way as this new behaviour.

Honestly think this should be a discussion instead.

@rvneXe
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rvneXe commented Feb 27, 2025

I thought this is a bug, but hear me out! This feature may be a good thing for low-star difficulties (where all distances should be the same) but it's a hellish thing to work with if you're mapping a high-star one, where you need to constantly jump between different distance snappings. (Please don't move to discussion)

At least implement an option to turn it off!

@rvneXe
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rvneXe commented Feb 27, 2025

Also, "last slider-based distance snapping" after break times does sound like a problem.

@bdach
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bdach commented Feb 27, 2025

I don't know what it is that mappers want at this point. I thought this new behaviour was the one people wanted.

A toggle is probably doable but like dear lord yet another toggle for something that ideally should not require one?

Moving to discussion would be what I would like to do because I have no idea what people expect distance snap to do at this point. Having this open as an issue with no clear direction as to how to fix it isn't any better.

@rvneXe
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rvneXe commented Feb 27, 2025

I understand, but not 100% of people are the same! Part of them will want this, and the others will have 2 ways: try hard to get used to it, or simply use another editor (stable, or download old release just to use the editor)
and I'm pretty sure that I'm not the only man standing who's gonna do one of those honestly🫡
(Move it to a discussion if you know that it's right to do)

@Axilotl17
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I've been using the lazer editor for a long time now and this change has been extremely jarring to me. I think that distance snap should NOT inherit scaling form the previous velocity objects, and should instead simply be scaled off of the map's base velocity.

I use distance snap for creating streams, and often I'll want one consistent spacing for streams in a section of the map. however, if i vary slider speed, I have to re-calculate the distance snap value every time for each new slider, only to not be able to apply it cleanly due to a lack of decimals to distance snap.

The distance snap values changing is extremely jarring and unhelpful to mappers, just keep it consistent; 1x spacing should be the same spacing for the whole map.

@bdach
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bdach commented Mar 20, 2025

The actual solution here is probably #29309.

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