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Fix osu!taiko mobile scaling not being accurate #32341

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merged 2 commits into from
Mar 12, 2025

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frenzibyte
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This should mathematically bring osu!taiko scaling back to match previous releases. There isn't supposed to be manual handling for mobile in osu!taiko scaling logic since the container enforces the playfield to be agnostic to UI scaling (by doing Scaling = new Vector2(height / 768f)).

The actual reason why a difference occurred since the mobile scaling PR is because of the usage of the max function in the scale computation. When the aspect ratio in phones has been essentially adjusted from 1024/768 to 1024/474, the taiko playfield is supposed to accommodate that by downscaling itself by 474/768 in here (Parent!.ChildSize.Y = 474). But due to the presence of the max function, no downscaling occurs, and the extra logic added in #31968 is mathematically inaccurate (this explains why a magic constant was necessary).

TL;DR: osu!taiko should be fixed now, sorry for the long wait.

@frenzibyte frenzibyte force-pushed the taiko-scaling-fixes branch from aa25cd8 to 7f4f92d Compare March 12, 2025 05:14
@peppy peppy self-requested a review March 12, 2025 05:45
@peppy peppy enabled auto-merge March 12, 2025 05:49
@peppy peppy disabled auto-merge March 12, 2025 08:05
@peppy peppy merged commit 05470bc into ppy:master Mar 12, 2025
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Adjust osu!taiko scaling on mobile to better match previous builds
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