比特派官方钱包|ppy

作者: 比特派官方钱包
2024-03-07 20:39:46

聚吡咯_百度百科

百度百科 网页新闻贴吧知道网盘图片视频地图文库资讯采购百科百度首页登录注册进入词条全站搜索帮助首页秒懂百科特色百科知识专题加入百科百科团队权威合作下载百科APP个人中心聚吡咯播报讨论上传视频导电聚合物收藏查看我的收藏0有用+10聚吡咯是一种常见的导电聚合物。纯吡咯单体常温下呈现无色油状液体,是一种C,N五元杂环分子,沸点是129.8℃,密度是0.97g/cm3,微溶于水。中文名聚吡咯外文名polypyrrole沸    点129.8 ℃水溶性微溶于水密    度0.97 g/cm³外    观常温下呈现无色油状液体应    用导电材料目录1简介2分子简式3应用范围4制备及其原理简介播报编辑纯吡咯单体常温下呈现无色油状液体,是一种C,N五元杂环分子,沸点是129.8℃,密度是0.97g/cm,微溶于水。性质:研究和使用较多的一种杂环共轭型导电高分子,通常为无定型黑色固体,以吡咯为单体,经过电化学氧化聚合制成导电性薄膜,氧化剂通常为三氯化铁、过硫酸铵等。或者用化学聚合方法合成,电化学阳极氧化吡咯也是制备聚吡咯的有效手段。是一种空气稳定性好,易于电化学聚合成膜的导电聚合物,不溶不熔。它在酸性水溶液和多种有机电解液中都能电化学氧化聚合成膜,其电导率和力学强度等性质与电解液阴离子、溶剂、pH值和温度等聚合条件密切相关。导电聚吡咯具有共轭链氧化、对应阴离子掺杂结构,其电导率可达102~103S/cm,拉伸强度可达50~100MPa及很好的电化学氧化-还原可逆性。导电机理为:PPy结构有碳碳单键和碳碳双键交替排列成的共轭结构,双键是由σ电子和π电子构成的,σ电子被固定住无法自由移动,在碳原子间形成共价键。共轭双键中的2个π电子并没有固定在某个碳原子上,它们可以从一个碳原子转位到另一个碳原子上,即具有在整个分子链上延伸的倾向。即分子内的π电子云的重叠产生了整个分子共有的能带,π电子类似于金属导体中的自由电子。当有电场存在时,组成π键的电子可以沿着分子链移动。所以,PPy是可以导电的。在聚合物中,吡咯结构单元之间主要以α位相互联接,当在α位有取代基时聚合反应不能进行。用电化学氧化聚合方法可以在电极表面直接生成导电性薄膜,其电导率可以达到102S/cm,且稳定性好于聚乙炔。聚吡咯的氧化电位比其单体低约1V左右。聚吡咯也可以用化学掺杂法进行掺杂,掺杂后由于反离子的引入,具有一定离子导电能力。聚吡咯除了作导电材料使用,如作为特种电极等场合外,还用于电显示材料等方面,作为线性共轭聚合物,聚吡咯还具有一定光导电性质。小阴离子掺杂的聚吡咯在空气中会缓慢老化,导致其电导率降低。大的疏水阴离子掺杂的聚吡咯能在空气中保存数年而无显著的变化。分子简式播报编辑聚吡咯折线式应用范围播报编辑聚吡咯可用于生物、离子检测、超电容及防静电材料及光电化学电池的修饰电极、蓄电池的电极材料。此外,还可以作为电磁屏蔽材料和气体分离膜材料,用于电解电容、电催化、导电聚合物复合材料等,应用范围很广。具体如下:(1)离子交换树脂:相比于传统的离子交换树脂,这种材料把电化学和离子交换结合在一起,能方便的再生和减小能耗、降低污染。(2)生物材料:PPy具有良好的生物相容性,在电刺激下导电聚合物可以调节细胞的贴附、迁移、蛋白质的分泌与DNA的合成等过程,使其在生物医学领域有着广泛的应用前景。(3)质子交换膜:质子交换膜作为质子交换膜燃料电池的核心部件,直接决定着燃料电池的性能。将PPy引入其中制备复合型质子交换膜有助于提高复合膜的热稳定性、阻醇性和溶胀性等。(4)电催化:PPy膜具有独特的掺杂和脱掺杂性能,可以有针对性的掺杂进许多具有对反应物有催化作用的分子或离子,提供电催化效率和实际应用价值。(5)二次电池的电极材料:PPy具有较高的电导率、环境稳定性好、可逆的电化学氧化还原特性以及较强的电荷贮存能力,是一种理想的聚合物二次电池的电极材料(6)金属防腐:PPy膜对金属的保护起到钝化和屏蔽作用,提高了金属基体的腐蚀电位,降低了腐蚀速率。制备及其原理播报编辑聚吡咯可由吡咯单体通过化学氧化法或者电化学方法制得。化学聚合是在一定的反应介质中通过采用氧化剂对单体进行氧化或通过金属有机物偶联的方式得到共轭长链分子并同时完成一个掺杂过程。该方法的合成工艺简单,成本较低,适于大量生产。使用化学法制备聚吡咯时的产物一般为固体聚吡咯粉末,即难溶于一般的有机溶剂,机械性能也较差不易进行加工。合成聚吡咯产品是的机理:首先,当体系中有氧化剂存在时,呈电中性的一个聚吡咯单体分子会在氧化剂的作用下被氧化失去一个电子,变成阳离子自由基。然后两个阳离子自由基在体系中碰撞结合成含有两个阳离子自由基的双阳离子二聚吡咯,此时的双阳离子在体系中经过歧化作用生成一个呈电中性的二聚吡咯。电中性的二聚吡咯又会与体系中的阳离子自由基相互结合生成三聚吡咯的阳离子自由基,经过歧化作用而生成三聚体的聚吡咯,周而复始最终生成了长分子链的聚吡咯。电化学聚合是在电场作用下,采用电极电位作为聚合反应所需要的能量,经过一段时间的反应后会在电极表面沉淀一层聚合物从而得到共轭高分子膜。通过控制聚合条件如电解液种类、吡咯单体的浓度、溶剂、聚合电压、电流大小和温度等因素可制备具有各种不同形貌和性能的高聚物膜。进行电化学聚合时一般以铂、金、不锈钢、镍等惰性金属或导电玻璃、石墨和玻炭电极等作为电极使用。在使用电化学方法制备聚吡咯时的聚合机理与用化学氧化法制备时的机理相似,也可以用自由基机理来解释:首先,吡咯单体分子在电场的作用下,会在电极的表面失去电子而成为阳离子自由基,然后自由基会与另一单体相互结合而成为吡咯的二聚体。经过链增长步骤,最终得到聚吡咯大分子链。通常来说,使用化学氧化聚合法或电化学聚合法制备聚吡咯时,得到的产品都是黑色的固体,在使用化学氧化聚合法时制备的聚吡咯的产物一般是黑色粉末,而通过电化学聚合法则会在电极表面得到一层PPy薄膜。新手上路成长任务编辑入门编辑规则本人编辑我有疑问内容质疑在线客服官方贴吧意见反馈投诉建议举报不良信息未通过词条申诉投诉侵权信息封禁查询与解封©2024 Baidu 使用百度前必读 | 百科协议 | 隐私政策 | 百度百科合作平台 | 京ICP证030173号 京公网安备110000020000

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湖南大学谭蔚泓院士团队: 聚吡咯纳米便携式水凝胶,现场手机比色法检测胆固醇 - 知乎

湖南大学谭蔚泓院士团队: 聚吡咯纳米便携式水凝胶,现场手机比色法检测胆固醇 - 知乎切换模式写文章登录/注册湖南大学谭蔚泓院士团队: 聚吡咯纳米便携式水凝胶,现场手机比色法检测胆固醇水凝胶更多原创内容欢迎关注微信公众号「水凝胶」【背景了解】胆固醇是人类必需的脂质,是激素系统的构建单元,是类固醇激素的唯一前体,并参与多种维生素的合成。在血清中,高胆固醇水平与多种疾病有关,包括冠心病,心血管疾病,高血压,心肌梗塞和癌症。但是,低胆固醇水平会导致低胆固醇血症,这可能会导致出血性中风。因此,开发一种简便,廉价且可靠的血清样品中胆固醇检测方法非常重要。迄今为止,已经提出了几种方法来检测胆固醇,例如电化学分析,基于荧光的测定,高效液相色谱法,分子印迹聚合物技术,化学发光和电产生的化学发光。这些策略中的一些显示出高灵敏度和良好的选择性。但是,它们通常需要昂贵的设备并且很费时间。比色法由于其快速和简单的操作而引起了极大的兴趣。此外,可以用肉眼观察检测结果,不需要昂贵的分析仪器。当前,基于纳米材料的人造酶,例如Fe3O4纳米颗粒,石墨烯纳米球,金纳米颗粒,MoS2纳米片,CuO纳米颗粒和金属有机框架,由于它们的活性高,价格便宜且易于制备而受到广泛关注。然而,许多金属纳米粒子聚集或呈现对固有性质的协同作用,从而导致活性降低。开发具有高催化活性和良好的长期储存稳定性的纳米酶对于解决这些缺点很重要。聚吡咯纳米颗粒(PPy NPs)是吡咯的一种有机导电聚合物,由于其高导电性,良好的热稳定性和出色的生物相容性,在生物传感和生化应用中引起了广泛的关注。PPy NPs可以吸收近红外光并将能量转化为热量,因此可以用作治疗癌症的有效光热疗法。此外,PPy NPs通过电荷转移机制可以用作有机荧光染料的强力猝灭剂。【科研摘要】湖南大学谭蔚泓院士团队报告了一种通过耦合聚吡咯纳米颗粒(PPy NPs)和胆固醇氧化酶(ChOx)的过氧化物酶样活性来进行胆固醇检测的简便方法。ChOx可以催化胆固醇氧化生成H2O2。随后,PPy NP作为一种纳米酶,诱导H2O2与3,3',5,5'-四甲基联苯胺(TMB)之间的反应(示意图1A)。在最佳条件下,TMB在652 nm处的吸光度与胆固醇成正比,浓度为10至800μM。胆固醇的线性范围为10–100μM,检出限为3.5μM。该报道的方法成功地用于检测人血清中的胆固醇。回收率范围为96-106.9%。此外,作者使用提出的系统设计了一种简便的便携式测定试剂盒(无需仪器),实现了人血清中胆固醇的现场半定量和视觉检测(示意图1B)。从便携式测定试剂盒中检测到的胆固醇含量与基于溶液的测定获得的胆固醇含量非常匹配,因此在临床诊断和健康管理方面具有巨大潜力。示意图1.(A)使用PPy NPs作为过氧化物酶模拟物进行胆固醇检测和(B)通过便携式测定试剂盒对血清样品中的胆固醇进行检测的示意图。PPy NP的制备与表征PPy NP的形成机理如图S1所示。简而言之,吡咯单体在FeCl3的氧化溶液的存在下聚合。PPy NPs是通过Py的自由基阳离子形成而合成的,并使用PVP作为封端剂。透射电子显微镜(TEM)结果表明,所得PPy NPs(图1A)是离散的,无定形的(插图1A,插图),均匀(平均直径:40 nm)和分散良好(流体动力学直径:约50 nm)。傅立叶变换红外(FTIR)光谱(图1B)显示了PPy NP的峰,即3410 cm-1(NH拉伸振动),1650 cm-1(NH键变形),1561 cm-1 (在吡咯环中拉伸振动C═C键),1465 cm-1(在环中C–N拉伸振动),1298 cm-1(CH键的面内振动),1214 cm-1(N–吡咯环的H弯曲拉伸模式),1048 cm-1(C–H和N–H键的面内拉伸振动)和928 cm-1(C–C键的拉伸振动)。PPy NP的紫外可见光谱在400-900 nm的波长范围内显示出较宽的吸收带(图1C),这表明掺杂的PPy处于双极化金属态。图1.(A)TEM图像,高分辨率TEM图像(插图)和选定区域的电子衍射(插图)。(B)FTIR光谱。(C)PPy NP的紫外可见吸收光谱。(D)不同系统的紫外可见吸收光谱:(红线)TMB + H2O2 + PPy NPs,(黑线)TMB + H2O2,(蓝线)TMB + PPy NPs。插图显示了显示颜色变化的数码照片。PPy NPs的过氧化物酶样活性通过在H2O2存在下催化TMB来检测PPy NPs的过氧化物酶样活性。如图1D所示,与TMB + H2O2(黑线)或TMB + PPy NP(蓝线)相比,TMB + H2O2 + PPy NPs(红线)的吸光度得到了提高。这些结果表明PPy NPs固有的过氧化物酶样活性。最佳的催化条件是通过改变pH,温度和反应时间来进行的。由于具有最高的催化活性,因此选择的pH为3.0,温度为45°C。TMB + H2O2 + PPy NPs系统的吸光度随时间增加,直到在30分钟内达到平衡。因此,选择30分钟作为最佳反应时间。还评估了以TMB和H2O2为底物的PPy NPs的催化动力学机理。反应速率与底物(TMB和H2O2)浓度之间的关系可以使用Michaelis–Menten方程(等式1)进行模拟1/V=(Km + [S])/(Vmax X [S])(1)在这里,V和Vmax代表初始和最大反应速度,Km代表米氏常数,[S]是底物浓度。根据该方程式,可以计算Km和Vmax并评估过氧化物的模拟酶活性。如图2A,B所示,V随着TMB或H2O2浓度的增加而增加,并且氧化反应遵循典型的Michaelis-Menten行为。PPy NPs对TMB(0.293 mM)和H2O2(0.184 mM)的计算Km值低于文献中报道的纳米酶的Km值。低Km揭示了酶对底物的高亲和力。此外,TMB和H2O2的Vmax值与纳米酶相当,这进一步证实了聚合物PPy NPs具有很高的过氧化物模拟酶活性。图2. PPy NPs对TMB(A)和H2O2(B)的稳态动力学测定。该值是使用NaAc-HAc缓冲液(0.2 M,pH 3.0)中的PPy NP(20μgmL-1)测量的。胆固醇检测在检测系统中,胆固醇的吸收强度保持不变,并且H2O2介导的TMB氧化几乎不受胆固醇影响。通过优化ChOx催化胆固醇氧化的浓度和反应时间(图S8),可以通过将ChOx与PPy NP催化氧化偶联来实现胆固醇检测。图3A显示了在不同胆固醇浓度下的相对吸光度。吸收强度随胆固醇浓度(10–800μM)的增加而增加。当胆固醇浓度介于10和100μM之间时,在652 nm处的吸光度呈线性,相关方程A = 0.003C(胆固醇)+ 0.33(R2 = 0.9984)(图3B)。检测限(LOD)估计为3.5μM(3σ/ k)。所建议的方法在10μM和100μM胆固醇下进行五次重复测定的相对标准偏差分别为1.53%和3.02%,证明了良好的重现性。图3.(A)不同浓度胆固醇的紫外可见吸收光谱。(B)吸光度峰值与胆固醇浓度的关系图。插图:图的放大倍数在10–100μM范围内。方法的选择性此外,研究了血液中具有不同干扰的胆固醇的浓度,例如尿酸,尿素,半胱氨酸,甘氨酸,MgCl2,谷氨酸,葡萄糖,抗坏血酸和多巴胺。如图4所示,与尿酸,尿素,半胱氨酸,甘氨酸,MgCl2,谷氨酸,葡萄糖,抗坏血酸和多巴胺的干扰相比,存在胆固醇(0.5 mM)时在652 nm处的吸光度显着增加(2 毫米)。胆固醇与这些干扰物质之间吸光度提高的差异具有统计学意义(p<0.01),表明本方法对胆固醇的检测具有良好的选择性。< span="">图4.该方法对胆固醇(500μM)和干扰物质(2 mM)的特异性,包括尿酸,尿素,半胱氨酸,甘氨酸,MgCl2,谷氨酸,葡萄糖,抗坏血酸和多巴胺。人血清中胆固醇的检测为了证明研究的分析可靠性,将人血清样品用于测试。作者应用标准添加方法估算了五种不同血清样品中的胆固醇水平。之后,将一系列胆固醇浓度(0、2、20和50μM)以等体积掺入血清样品中,并测量胆固醇。如表S2所示,结果表明加标样品的回收率良好,为96%至106.9%。血清样品1和血清样品2中的胆固醇浓度分别为4.21和3.50 mM。同时,使用建议的方法检测到的胆固醇含量与使用ELISA试剂盒检测到的胆固醇含量一致,这表明在实际应用中它可能是可行的(表S2)。使用相同的方法,其他三个血清样品中的胆固醇浓度分别为3.08、5.30和4.86 mM。表2.人血清中的总胆固醇检测此外,通过使用琼脂糖水凝胶构建了一种简单的便携式测定试剂盒,以开发一种简便的方法来进行血清中胆固醇的现场检测(方案1B)。首先,确认便携式测定试剂盒对干扰物质表现出良好的选择性(图S9)。为了进一步研究便携式测定试剂盒在实际样品检测中的适用性,进行了以下实验。在琼脂糖水凝胶形成过程中,将PPy NP,TMB,ChE和ChOx预加载到琼脂糖水凝胶中,然后转移到管帽中。将不同浓度(0.1–0.7 mM)的胆固醇移入试管中,并与琼脂糖水凝胶一起孵育。如图5A所示,随着胆固醇浓度的增加,琼脂糖水凝胶中的颜色从浅蓝色变为深蓝色可以用肉眼轻易辨别。此外,琼脂糖水凝胶的颜色强度通过ImageJ软件进行测量(图5B)。颜色强度与胆固醇浓度的校准曲线在0.1 mM至0.7 mM范围内几乎呈线性关系。相应的线性方程为y = 0.32C(胆固醇)+ 2.03,相关系数为0.9954。与溶液测试相比,检查了用于血清胆固醇检测的便携式测定试剂盒的可靠性。将10倍稀释的血清样品直接加入试管中,并与琼脂糖水凝胶一起孵育。如图5C(插图)所示,五个不同的血清样品在琼脂糖水凝胶中显示出不同的颜色。通过参考图5B中相应的线性方程式,血清样本1-5中的胆固醇浓度经计算为3.93、3.35、2.96、5.25和4.74 mM,对应于人类血清中的胆固醇水平,约为2.86-5.98 mM。此外,测定试剂盒获得的结果与基于溶液测定的结果(R2 = 0.9953)非常吻合(图5C),表明定量评估人血清中胆固醇水平的可行性样品。图5.(A)琼脂糖水凝胶朝着不同浓度(从左至右:0–0.7 mM)的胆固醇标准的照片。(B)琼脂糖水凝胶的颜色强度与不同胆固醇浓度的关系。(C)在人血清样品中通过测定试剂盒测量的胆固醇浓度结果与基于溶液的测定法之间的相关性。插图:琼脂糖水凝胶对五个不同血清样品的照片。【陈述总结】作者开发出一种简单而灵敏的比色法,通过使用具有过氧化物酶样活性的PPy NPs检测血清中的胆固醇。通过与ChOx偶联,胆固醇的线性动态范围为0–100μM,LOD为3.5μM。此外,这种方法可以评估血清中的胆固醇水平,其结果与市售ELISA试剂盒的结果非常吻合。此外,构建了一种简单,便携式且无需仪器的测定试剂盒,用于检测血清样品中的胆固醇,为生物技术和临床诊断中的应用提供了良好的平台。参见文献:http://doi.org/10.1021/acsami.0c15900版权声明:「水凝胶」是由专业博士(后)创办的非赢利性学术公众号,旨在分享学习交流高分子聚合物材料学的研究进展。上述仅代表作者个人观点且作者水平有限,如有科学不妥之处,请予以下方留言更正。如有侵权或引文不当请联系作者修正。商业转载请联系编辑或顶端注明出处。感谢各位关注!发布于 2020-11-30 20:25胆固醇便携式设备湖南大学​赞同 1​​添加评论​分享​喜欢​收藏​申请

GB Cup / GBC 2024 春季赛 · wiki | osu!

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GB Cup

GBC 2024 春季赛

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季后赛

GBC 2024 春季赛

GBC 2024 春季周常活动 (GB 杯 2024 春季周常活动) 是由 GB 组织主办的 osu!mania 4K 项目周常积分个人制 赛事。本届比赛是 GBC 系列赛事的第五届正式比赛。

比赛日程

事项

时间 (UTC+08)

报名阶段

2024-03-03/2024-03-17 (23:59)

常规赛第一轮

2024-03-23/2024-03-31

常规赛第二轮

2024-04-06/2024-04-14

常规赛第三轮

2024-04-20/2024-04-28

常规赛第四轮

2024-05-04/2024-05-12

常规赛结果展示

2024-05-13 (20:00)

季后赛8强赛

2024-05-18/2024-05-19

季后赛半决赛

2024-05-25/2024-05-26

季后赛决赛

2024-06-01/2024-06-02

季后赛总决赛

2024-06-08/2024-06-09

奖励

名次

奖励

主页奖章, 猫猫定制勋章, 待定 RMB

猫猫定制勋章, 待定 RMB

猫猫定制勋章, 待定 RMB

季后赛第四名

待定 RMB

季后赛第五、六名

待定 RMB

季后赛第七、八名

待定 RMB

季后赛第九至十二名

待定 RMB

季后赛第十三至十六名

待定 RMB

季后赛第十七至二十四名

待定 RMB

常规赛全勤奖

猫猫定制勋章, 待定 RMB(B组), 待定 RMB(A组), 待定 RMB(S组), 待定 RMB(EX组)

工作人员

GBC 2024 春季周常活动由 GB 成员和多位社区成员举办。

职位

成员

主办方

[GB]yobrevelc

工作人员

待定

图池管理

[GB]yobrevelc, [GB]V1do, RiceSS, Llkkm, PORTTAYER, YuEast 2018, [GB]Thaumiel, [GB]Mafufu, Blue_Potion

谱师

待定

裁判

[GB]yobrevelc

转播

[GB]yobrevelc

解说

[GB]yobrevelc

设计

[GB]Voidmoyu, [GB]yobrevelc

数据统计 & wiki 编写

[GB]yobrevelc

链接

主表格

报名表

直播间

主舞台 ( [GB]yobrevelc)

副舞台 ( aiyulu)

比赛 QQ 群

比赛 Discord 服务器

参赛选手

组别

选手

EX

待定

S

待定

A

待定

B

待定

规则

常规规则

GB 杯 2024 春季赛是周常积分个人赛事,使用 osu!mania 游戏模式。

选手获得的积分根据图池总排名换算。

图池总排名根据单曲排名汇总得到。

谱面计分方式采用 Score V2。

GB 杯 2024 春季赛共设置 4 个组别,每周仅进行 2 个组别的比赛。

主办方将会在比赛开始前的上个周日于主舞台发布图池。

周常赛中每一轮图池包含 7 张谱面,键型并不固定;

选手在本周比赛开始前选择比赛场次。

有特殊时间要求的玩家请提前联系裁判商定特殊时间场次。主办方并不保证满足任何人的特殊时间要求,请自行提前与裁判妥善沟通;

每周,裁判会在固定时间创建房间,想要出分的选手进入房间准备进行谱面出分。

比赛没有热手阶段。

允许使用皮肤或者修改显示设定禁用叙事板及打击音效,但皮肤不可以修改核心游戏机制。

比赛报名

请填写 报名表 来进行报名。

报名后的选手必须加入 赛事官方 QQ 群 或 赛事官方 Discord 服务器。

如果存在无法使用QQ的情况请通过 osu! 私信或 Discord 联系主办方并使用 Discord 进行交流。

主办方会手动审核所有报名选手来确保可行性和严肃性。

本届赛事没有排名限制。

选手不得在 12 个月内有违反 osu! 社区规则 的记录。

报名时有软性 Play counts 要求,重度 deranker 和 炸鱼 选手可能会被强制升级。

报名结束后,主办方会公布所有成功报名玩家的名单与对应分组。分组方式如下:

组别

选手的 4k PP

EX

9500 及以上

S

7000 ~ 9499

A

4500 ~ 6999

B

0 ~ 4499

如果选手的 4k pp 超过其组别的上限过多,可能将会被强制升级到更高的组别。

比赛工作人员 不能作为选手参加本次赛事。

赛事主办方可能会强制升级一些在其组别过于强大的选手。

赛事主办方保留禁止选手参加本次比赛的权力。

选手可以主动向主办方申请升降级,需要向主办方提供一些下一组别的成绩截图来获得许可。

获胜条件

在常规赛阶段,选手需要尽可能在更高的等级中获得更高的排名,以获得更高的分数。每轮可以获得的分数取决于选手在本轮的位次,位次取决于本轮所有谱面的单曲排名和。

根据每轮的排名有一个对应的基准分,而不同的组别有不同的加成倍率。积分的计算方式如下表:

排名

基准分

第一名

20

第二名

19

第三名

18

第四名

17

前15%

16

前22%

15

前30%

14

前40%

13

前50%

12

前60%

10

前70%

8

前80%

6

前90%

4

前100%

2

等级

倍率(x为基准分)

B级

x

A级

1.5x + 12

S级

2.3x + 30

EX级

3.4x + 57

选手在资格赛的最终排名取决于总共四轮的积分之和。排前24名的选手将可以参加季后赛。

前8名的选手将会进入季后赛胜者组,第9-24名的选手将会进入季后赛败者组。

如果计算总排名时出现重分情况,将会计算所有轮次的总排名和,排名和更小的在前。

在季后赛阶段,选手需要在一定数量的谱面中击败对手以胜出。数量视实际情况决定。

比赛流程

比赛开始前5分钟,裁判提前建好多人房间,选手必须在此期间进房。

房间设置为: Game mode: "osu!mania", Team mode: "Head-to-Head", Score mode: "ScoreV2"。房间必须按以下格式样例命名: GBC 2024 Spring: Lv.EX R1 | Sun 22.

允许使用的 Mod 为:NoFail, Hidden, FadeIn, Flashlight, Mirror。

裁判会按图池顺序依次选择谱面进行游玩,如果选手在比赛期间遇到了技术问题,可以在轮次打完之后请裁判补选谱面单独出分。

游戏卡顿延迟并不会被作为一个可行的理由。

即使需要在图池谱面轮换结束后重开某些谱面,也应该先完成图池其他谱面的出分。

在游戏开始后因故离开房间申请补分,每轮比赛最多一次,而且可能会被裁判拒绝。

禁止滥用此规则,如果裁判发现有选手故意利用此规则,裁判有权拒绝重赛请求。

如无特殊情况,在一个谱面上多次出分,只会记录第一次在主办方官方房间内的出分。

默认局间休息时间为 120秒 ,如果房间内选手均同意提前开始下一谱面出分并全部准备则裁判可以提前开局。

选手应该保持比赛流畅,严禁故意拖延。如选手过度的拖延时间,裁判可自行决定是否判罚。严禁通过犯规、侮辱或挑衅其他选手或工作人员、拖延时间或其他故意不当行为来扰乱比赛,如有违反将受到相应的惩罚。

比赛期间,必须尊重所有选手和工作人员,遵循裁判和主办方的指示,不得反对裁判和主办方最终决定。

比赛房间中的聊天室也受到 osu!规章制度 的约束,玩家在比赛房间中所有聊天信息均需遵守相应规则。

通过犯规或排名操纵来扰乱比赛将导致取消资格,任何此类选手都将被公布。

如有必要,裁判有权利自行决定规则的实施,并对比赛期间发生的事件有最终裁决权。

主办方有权要求选手开启直播或录像。

主办方保留修改规则的权利,任何类似修改将会提前宣布。

图池结构

每组各有四轮图池,每组每轮使用一个图池。

每个图池由 7 张谱面组成,这些谱面都将在 FreeMod 条件下游玩。

Freemod 允许的 mod 包括 No Fail, Hidden, Fade In, Flashlight, and Mirror.

图池中所包含的谱面键型并不固定。

日程信息

常规赛每个阶段都会进行两周。

EX组 与 S组 在同一个周末进行比赛,A组 与 B组 在同一个周末进行比赛。

所有的比赛默认都会在周六早 8 点到周日晚 12 点之间进行(UTC+08)。

主办方会在比赛开始前的一周提前提供每轮可供选择的的比赛时间段,尽量创造一个所有参赛选手都满意的时间安排。

如果你想在一个特定的时间打或某个特定时间没空比赛请提前告知主办方,主办方会尽量满足所有选手的要求,但不能保证全部实现。

时间不会安排到每周周日晚12点之后,除非这是无法避免的且比赛选手和主办方都同意。

即使需要,比赛也必须在下周三之前完成,更后面的补赛请求将被拒绝。

如无必要,请不要提交修改时间的申请。主办方保留拒绝修改时间的申请的权利。

季后赛

季后赛规则与常规赛大体相同。

主办方将会在常规赛结束后邀请常规赛排名最高的选手们参加季后赛。

选手门可以视个人情况不参加季后赛,席位将会顺延给后面的选手。

季后赛有 4 个单独的图池,每个图池有不同数量的不同类型的谱面。

阶段

谱面

8强赛 & 半决赛

6米,3混,3面,1TB

决赛 & 总决赛

7米,3混,4面,1TB

选手将拥有 2 分钟来保图,选图与ban图,选图后选手有 2 分钟的时间来准备。如果选手超时,那么过程如下:

如果在 ban 图或保图,那么此次 ban 图或保图作废。

如果在选图,裁判使用roll点指令从图池可用谱面中随机选择一张谱面进行游玩。

如果在准备期间,裁判会直接使用 !mp start 10 指令开始游戏倒计时。

双方选手每场比赛有一次可选的两分钟的技术暂停机会。可以用在选图ban图流程上。

可以在TB决胜局叫暂停,但是需要双方选手都同意才可以。

比赛开始前15分钟,裁判提前建好多人房间,选手必须在此期间进房。

房间设置为:游戏模式: "osu!mania", 分组方式: "Team Vs", 胜利条件: "ScoreV2". 房间名必须命名为:GBC 2024 Spr: ({PlayerA}) vs ({PlayerB})。

双方选手在房间频道里至少使用一次 !roll 指令进行掷骰子。

点数大的选手可以选择先保图或者先禁用图,另一方自动选择另一个选项。先保图的一方会先选图。

每位选手可以从图池中保护一张谱面,在接下来整场比赛期间此谱面不可被禁用。

每位选手可以从图池中禁用一张谱面,在接下来整场比赛期间此谱面不可被选择。

每位选手轮流从图池中选择一张谱面并进行比赛。

如果在一张图中出现平局,这张图将被重开。一张图将不会重开超过两次。

每个选手最多被允许一次由于掉线或其他技术性问题造成的重开(请及时在游戏内发送信息通知裁判要求重开)。

该次比赛还没超过30秒和全图的1/4。

在比赛重开时必须使用与之前相同的mod和图。

请务必在比赛前确保不会出现技术性问题。

如有必要,裁判有权利自行决定规则的实施,并对比赛期间发生的事件有最终裁决权。

主办方有权要求选手开启直播或录像。

主办方保留修改规则的权利,任何类似修改将会提前宣布。

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关注0x00 目录基础教程基础教程的补充游戏的下载游戏谱面(歌曲)的下载其它与网页版osu!0x01 基础教程推荐看@Maglin_ 大大制作的新手教程:玩法篇/上篇:https://www.bilibili.com/video/BV1fJ411E7si设置篇/下篇:https://www.bilibili.com/video/BV1vJ41177hp纯文字版玩法说明(已看上述视频的可以不看这个):osu! 百度百科https://baike.baidu.com/item/osu%21/5796301?fromtitle=osu&fromid=17537247&fr=aladdin#2_80x02 基础教程的补充以下是对Maglin_的教程的一些个人的补充与更正:(嫌长就看前八点和对着推荐选项选)调整鼠标灵敏度:大多数情况下,【请勿】调整系统的鼠标灵敏度,否则会影响你日常使用的手感。正确的方法是:在游戏内的设置里,开启Raw Input(原始输入),再在游戏设置内调整鼠标灵敏度。(关于Raw Input,开启后会禁用系统对鼠标提供额外加速度,鼠标移动会变得相对更精准,关闭则会可能会感到鼠标移动飘,手感奇怪。一般推荐对游戏开启Raw Input,当然你也可以对比开启和关闭后的手感选一个你觉得舒服的练下去)设置 - 渲染器 - 帧数限制:①垂直同步,任何时候都不建议选择该项,选择这项会容易导致游戏变得比选择其它四项帧数限制选项更卡顿,丢帧更严重,输入延迟最高。最没用的选项②Power Saving(120fps):电脑性能不足,或开直播时电脑性能不足,导致游戏掉帧严重,帧数大幅波动时(例如选择Optimal,但是帧率80-240fps徘徊,远达不到满帧480fps),推荐选择该选项(选择该项不但不会让游戏变卡,反而因为降低帧数上限,节省出更多的性能让帧率更稳定,游戏画面更流畅,缺点是输入延迟会比Optimal高)。③Optimal(480fps/600fps):显卡性能较好,或非直播游玩时推荐该选项,同时也是第一次选择的建议尝试的选项,画面流畅,输入延迟较低。④:无限制:显卡性能较好且选择Optimal选项非直播情况下能基本稳定满帧时可以考虑选择该项,效果与垂直同步类似但是不会卡,画面流畅,输入延迟最低(比Optimal还要低一点);选择该选项后,游戏不会再显示帧数,即使掉帧了(也就说显卡性能不行选这个,该卡该画面撕裂还是会出现,只不过不显示了)设置 - 渲染器 - 显示帧数:开启,方便在画面右下角确定是否丢帧严重和输入延迟过高设置 - 渲染器 - 减少丢帧:推荐开启,可以避免性能不足时出现画面撕裂的情况(代价是帧数会略有降低)设置 - 详细设置 - Storyboards(故事板):推荐开启,平时大多数谱面没有Storyboard,而制作了Storyboard的谱面又往往缺少Storyboard后体验极差甚至是无法正常游玩设置 - 详细设置 - 背景视频:关闭,否则游玩时容易会被背景瞎眼,严重影响读谱面设置 - 详细设置 - 打击闪光 / 击打动画:酌情开启/关闭,其效果是打击Note后原地留下一团光晕,看着很漂亮,可能对读谱有一定影响设置 - 常规 - 背景暗化:推荐100%(完全暗化),理由同关闭背景视频。当然你也可以根据个人喜好调85%,60%等设置 - 常规 - 分数计模式:打图时推荐色块模式,看回放推荐打击偏差。打击偏差的上一次打击时差标记是半透明的,不容易观察,打图时基本没机会细看。色块模式是显示之前的一段打击的准确性,可以快速查看自己是否GOOD/MISS了然后决定是否重开【设置 - 常规 - 按BPM调整osu!mania下落速度】和【记住每张地图的osu!mania的下落速度】:以下引用转述自《爱知的osu! mania介绍以及起步教程》: 该两个选项关掉,关闭前者是因为默认的自适应下落速度并不符合玩家的需求,后者是没必要。osu!mania的Notes的下落速度在游戏中通过F3和F4来修改notes的下落速度。个人建议对于新手来说,下落速度最好不要低于19通配,因为过于低的下落速度会让新手进步偏慢的同时,还会严重影响准确率。设置 - 渲染器 - 兼容模式:默认关闭,输入延迟过高时可以尝试启用(也可能无效)0x03 游戏的下载途径有两种,国内用户推荐第二种osu官网下载:去osu!官网osu.ppy.sh下载安装器(本质是osu!主程序),把下载的安装器放到一个osu专用的路径不带中文不带空格的独立目录里双击运行等待下载完成(国内没加速会超级慢,不推荐)去sayobot镜像站下载【推荐】:去 https://osu.sayobot.cn/software 找到osu!离线客户端项,下载0x04 游戏谱面(歌曲)的下载国内用户推荐第二种途径osu!官网直接下载:https://osu.ppy.sh/beatmapsets 登录后可以搜索下载谱面,官方曲库更新快,缺点是国内直连下载速度只有10kb/sosu!官网+插件加速下载【推荐】:参考 https://www.rainng.com/osu-download-booster/ 的教程sayobot镜像站下载:https://osu.sayobot.cn/home 不用登录也可以搜索下载,方法2就是在该镜像站自动查询并转回下载链接的0x05 其它与网页版osu!网页版osu!(只能玩std模式):http://osugame.online/爱知的osu! mania介绍以及起步教程:https://cowlevel.net/article/1958214本文为我原创本文禁止转载或摘编

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与 osu! 四个游戏模式相关的物件、要素、机制与竞技内容。

游戏模式:osu! • osu!taiko • osu!catch • osu!mania

谱面 • 难度 • 物件 • 模组 (Mods) • 分数 • 回放 • 奖章 • 多人游戏

谱面编辑器

osu! 的谱面都是充满活力的社区内玩家们的智慧结晶,想与大家分享你喜欢的歌却不知道从何下手?来学习一下如何使用游戏内的谱面编辑器吧。

部件:创作 (Compose) • 设计 (Design) • 测定时间轴 (Timing) • 歌曲设置 (Song setup)

组件:AiMod • 节拍细分 • 间距锁定 (DS) • 编辑器菜单 • 故事板负载 • 编辑器时间轴

活动:作图 • 排列 • 故事板 • 皮肤

谱面提交与上架 (Ranking)

谱面上架 (Ranking) 指的是让谱面获得排行榜功能,从而为众人所知的过程。下面的文章将指导你如何通过谱面审核流程,并介绍谱面质量控制与谱面上架的全过程。

提交谱面 • 摸图 • 谱面上架流程 • Mappers' Guild • Project Loved

谱面上架标准 (RC):osu! • osu!taiko • osu!catch • osu!mania

规章制度与法律条款

了解这些让 osu! 社区安全运营的准则,包括歌曲、媒体内容的授权与规范、聊天与论坛规章制度。

规章制度 • 贡献者公约 • 行为准则:摸图和作图

媒体内容规范:内容使用规范 • 内容投票流程 • 不良内容 • 歌曲内容规范 • 视觉内容注意事项

法律页面: 服务条款 • 隐私政策 • 版权政策 (DMCA) • 歌曲许可

帮助

这里能找到一些常见问题的解决方案。

帮助中心 • 性能问题检查 • 账号支持团队 • 帮助论坛

账号受限:禁言 • 账号受限

我能做什么:如何提供帮助 • 举报不当行为 • 举报滥用行为 • 举报作弊行为

社区与公众项目

社交能把世界各地的 osu! 玩家连结起来。了解这些活动与竞赛,结识新朋友,或帮忙组织一个更好的活动!

讨论区: 论坛 • IRC 闲聊 • Discord 服务器

锦标赛 • 聚光灯 • 竞赛 • 社区导师计划

社区项目 • 谱师工会 • 喜爱计划 • osu! 社区会议 • osu! 学院 • osu! 作图教程 • osu! 月报 • osu! 讨论

组织:osu! UCI

成员

没有众多成员帮助开发、维护、管理社区,osu! 很难走到今天,正是他们的辛劳付出让 osu! 生机蓬勃。

osu! 团队 • 开发团队 • 精选艺术家 • 全局管理团队 (GMT) • 技术支持团队 • 审核评估团队 (NAT) • 谱面审核成员 (BN) • 名人堂 • 社区喜爱计划团队 (LVD) • 聚光灯策展人 (BSC)

社区贡献者 • 优秀提名者 • 用户组 • 拥有特殊头衔的玩家 • 百夫长 • 全收集者 • 锦标赛委员会 • 表现分 (pp) 委员会 • osu! wiki 维护者

开发

通过其他应用与 osu! 交互。

API • Bot 账户 • 标识使用准则 • osu! Discord 服务器

wiki 和其他页面

就和这个页面一样,osu! wiki 的一切都由志愿者编写并维护。提交建议、报告问题、撰写新文章均在 osu-wiki 的 GitHub 仓库进行。

osu! 的历史 • 在线排名历史 • osu! wiki 的历史 • 作图与摸图的发展历程 • 愚人节玩笑

网站导航 • wiki 贡献指南 • 文章风格规范 • 新闻风格规范

Terms

Privacy

Copyright (DMCA)

Server Status

Source Code

ppy powered 2007-2024

Releases · ppy/osu · GitHub

Releases · ppy/osu · GitHub

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Releases: ppy/osu

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Releases · ppy/osu

2024.302.1

02 Mar 16:51

peppy

2024.302.1

7564490

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peppy

Dean Herbert

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2024.302.1

Latest

Latest

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:

https://osu.ppy.sh/beatmapsets/675779#osu/1431549

https://osu.ppy.sh/beatmapsets/325158#osu/741477

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

Contributors

peppy, smoogipoo, and bdach

Assets

15

install.exe

147 MB

2024-03-02T16:45:34Z

osu.app.Apple.Silicon.zip

150 MB

2024-03-02T16:38:43Z

osu.app.Intel.zip

152 MB

2024-03-02T16:36:50Z

osu.AppImage

146 MB

2024-03-02T16:34:13Z

osu.AppImage.zsync

255 KB

2024-03-02T16:34:13Z

osu.iOS.ipa

184 MB

2024-03-02T17:36:40Z

osulazer-2024.131.0-delta.nupkg

644 KB

2024-03-02T16:45:33Z

osulazer-2024.219.0-delta.nupkg

29.1 MB

2024-03-02T16:45:32Z

osulazer-2024.221.0-delta.nupkg

985 KB

2024-03-02T16:45:32Z

osulazer-2024.302.1-delta.nupkg

950 KB

2024-03-02T16:45:31Z

Source code

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2024-03-01T18:43:09Z

Source code

(tar.gz)

2024-03-01T18:43:09Z

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2024.221.0

21 Feb 18:20

peppy

2024.221.0

901bb01

This commit was created on GitHub.com and signed with GitHub’s verified signature.

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2024.221.0

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

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

Performance

Reduce osu editor allocations with many objects selected (#27249 by @EVAST9919)

Reduce mania editor allocations with many objects selected (#27275 by @EVAST9919)

Apply padding to GridContainers directly where possible (#27278 by @EVAST9919)

Fix allocations in SliderInputManager.updateTracking (#27230 by @EVAST9919)

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)

Contributors

peppy, smoogipoo, and 5 other contributors

Assets

15

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2024.219.0

19 Feb 16:15

peppy

2024.219.0

c87bc8b

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2024.219.0

Code Quality

Update inspectcode to 2023.3.3 (#26956 by @smoogipoo)

Adjust default min result of SliderTailHit, remove override (#26877 by @smoogipoo)

Rework UserPanels to reduce container nesting (#26924 by @EVAST9919)

Use new LINQ Order{Descending} instead of OrderBy{Descending} when possible (#27095 by @turbedi)

Improve exception logging of unobserved exceptions via FireAndForget (#27077 by @peppy)

Add note to never run release config to contributing guidelines (#27115 by @bdach)

Refactor metadata lookup flows (#23822 by @bdach)

Add inline documentation as to why classic mod is not ranked (#27176 by @peppy)

Update IDE configurations to point at net8.0 folders (#27186 by @FamousPig)

Update .NET version on readme (#27190 by @Joehuu)

Update IDE configurations to point at net8.0 folders (ppy/osu-framework#6179 by @FamousPig)

Add [RequireStaticDelegate] annotations (ppy/osu-framework#6174 by @Susko3)

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

Update inspectcode to 2023.3.3 (ppy/osu-framework#6164 by @smoogipoo)

Fix re-arrangeable lists not react on collection Move events (ppy/osu-framework#6165 by @Feodor0090)

Add readonly dictionary wrapper that removes enumerator alloc (ppy/osu-framework#6163 by @smoogipoo)

Fix Waveform not disposing Stream (ppy/osu-framework#6152 by @hwsmm)

Set UTF-8 console encoding on windows (ppy/osu-framework#6170 by @Susko3)

Fix some .NET 8 CA1416 android inspections (ppy/osu-framework#6171 by @Susko3)

Return List instead of IEnumerable in InputResampler (ppy/osu-framework#6173 by @EVAST9919)

Ignore missing feedback api (ppy/osu-framework#6176 by @Feodor0090)

Fix obsolete code in Android safe area handling by using AndroidX (ppy/osu-framework#6175 by @Susko3)

Use new MD5/SHA.HashData(Stream) overload (ppy/osu-framework#6177 by @turbedi)

Update veldrid package (ppy/osu-framework#6178 by @smoogipoo)

Fix recent collection initialiser inspection (#27167 by @smoogipoo)

Update framework (#27179 by @peppy)

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

Fix incorrect connection metrics tracking on instances pending shutdown (ppy/osu-server-spectator#214 by @bdach)

Change type of some exceptions so they're logged (ppy/osu-server-spectator#216 by @smoogipoo)

Log score uploader errors to sentry (ppy/osu-server-spectator#217 by @bdach)

Fix selected room bindable being set to null regardless of the removed room (#27033 by @frenzibyte)

Add datadog tracking of score uploader metrics (ppy/osu-server-spectator#218 by @bdach)

Use staggered exponential backoff when retrying in PersistentEndpointClientConnector (#27067 by @bdach)

Populate TotalScoreInfo when converting SoloScoreInfo to ScoreInfo (#27069 by @bdach)

Add additional gameplay metadata to room score request (#27113 by @smoogipoo)

Use more stringent checks when applying online metadata (#27143 by @bdach)

Fixes cases where beatmaps are imported with incorrect/outdated metadata, leading to subsequent failures.

Fix a few issues in metadata hub's disconnection requested flow (#27193 by @bdach)

Add better submission failure messaging (#27180 by @bdach)

Update packages (ppy/osu-server-spectator#219 by @peppy)

Performance

Reduce allocation overhead in Playfield (#26940 by @EVAST9919)

Fix DrawableManiaRuleset performing skin lookup every frame (#26938 by @EVAST9919)

Fix multiplayer/playlists lounge screen disposing rooms synchronously (#27021 by @frenzibyte)

Fix huge allocation overhead in UnstableRateCounter (#26976 by @EVAST9919)

Further reduce allocation overhead in ScrollingHitObjectContainer (#26863 by @EVAST9919)

Avoid closure allocations when applying hit object results (#26694 by @chandler14362)

Replace linq usage in Previous and Next on DifficultyHitObject with more direct computation (#27117 by @tsunyoku)

Fix huge allocation overhead during beatmap texture creation in song-select screen (#27132 by @EVAST9919)

Only compute flashlight in osu! difficulty calculations when required (#27116 by @tsunyoku)

Reduce allocations during aggregate beatmap sorts in song-select screen (#27173 by @EVAST9919)

Invalidate GridContainer only on DrawSize change (ppy/osu-framework#6180 by @EVAST9919)

Fix DrawableLinkCompiler allocations (#27199 by @EVAST9919)

Reduce allocations during beatmap selection (#27206 by @EVAST9919)

Cache created judgement in HitObject (#27114 by @EVAST9919)

Use SlimReadOnlyListWrapper for KeyBindingContainer.PressedActions (ppy/osu-framework#6185 by @EVAST9919)

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...

Contributors

peppy, smoogipoo, and 17 other contributors

Assets

15

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2024.131.0

31 Jan 15:39

peppy

2024.131.0

7cdedfb

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2024.131.0

Code Quality

Adjust default min result of SliderTailHit, remove override (#26870 by @smoogipoo)

Framework

Fix android crashes (ppy/osu-framework#6162 by @bdach)

Android no like one optimisation we made, so said optimisation is reverted for now.

Gameplay (osu!)

Fix judgements fading out too fast on classic skins (#26839 by @bdach)

Adjust slider tick / end misses to show slightly longer (#26876 by @peppy)

Just some fine-tuning based on feedback.

Fix slider end judgements appearing at incorrect locations when mods that flip playfield are active (#26885 by @bdach)

Online

Fix crash when logging out during 2FA email verification (#26834 by @bdach)

Fix 2FA verification via link not working correctly (#26837 by @bdach)

Smaller changes

Fix incorrect client version being sent to spectator server (ppy/osu-server-spectator#212 by @smoogipoo)

Show a better message when score submission fails due to system clock being set wrong (#26871 by @peppy)

Fix menu banner not updating as often as we want it to (#26889 by @peppy)

Full Changelog: 2024.130.2...2024.131.0

Contributors

peppy, smoogipoo, and bdach

Assets

15

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2024.130.2

30 Jan 11:52

peppy

2024.130.2

6931af6

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bdach

Bartłomiej Dach

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2024.130.2

Audio

Fix back sound being too loud when exiting many screens (#26612 by @peppy)

Code Quality

Add Statistics bindable to IAPIProvider and update it from SoloStatisticsWatcher (#26356 by @stanriders)

Update localisations (ppy/osu-resources#303 by @peppy)

Fix score submission test failures due to checking audio playback validity (again) (#26669 by @bdach)

Update README.md to link to new development project (#26740 by @hrfarmer)

The ranked play GitHub project was closed and switched over to a new project, so I've updated the link to the new one.

Decouple notifications websocket handling from chat operations (#26724 by @bdach)

Editor

Fix lag when dragging first slider control point in editor (#26499 by @OliBomby)

Fix timing point changes not applying after selecting another one (#26585 by @frenzibyte)

Smaller changes

Fix glitchy path type correction for sliders in the editor (#26512 by @OliBomby)

Fixes an issue in the mechanism responsible for turning the path type to bezier when the perfect curve circle radius is too large.

Before:

osu.Game.Rulesets.Osu.Tests_rKl5pw51G0.mp4

After:

osu.Game.Rulesets.Osu.Tests_vEFTrVGF9Y.mp4

Fix blueprint container not handling right clicks correctly while moving a blueprint (#26661 by @frenzibyte)

Fix slider sometimes not updating anchor position of nested objects (#26659 by @frenzibyte)

Prevent custom divisor ranges from halting divisor preset cycling (#26689 by @myQwil)

Framework

Guard against potential usage of DrawablePool without being added to hierarchy (ppy/osu-framework#6136 by @peppy)

Make IPC port configurable via HostOptions (ppy/osu-framework#6129 by @tsunyoku)

Add flaky test attribute and mark CanSeekForwardOnInterpolationFail as flaky (ppy/osu-framework#6140 by @frenzibyte)

Fix TemplateGameTestScene showing up in test browser (ppy/osu-framework#6146 by @Joehuu)

Include rounded corner radius in android safe area implementation (ppy/osu-framework#6143 by @bdach)

Ignore autogenerated .idea android file (ppy/osu-framework#6144 by @Susko3)

Write log header later to ensure game identifiers are present (ppy/osu-framework#6138 by @peppy)

Add the ability to solo a test in visual testing using [Solo] attribute (ppy/osu-framework#6137 by @peppy)

Fix build warning (ppy/osu-framework#6158 by @smoogipoo)

Implement Padding property in GridContainer (ppy/osu-framework#6145 by @EVAST9919)

Fix nested absolute sequences (ppy/osu-framework#6160 by @smoogipoo)

Gameplay

Fix background dim occasionally getting in a bad state when exiting gameplay (#26544 by @peppy)

Fix holding keys before gameplay starts resulting in incorrect input (ppy/osu-framework#6101 by @frenzibyte)

Fade hold-for-menu button out completely on non-touch devices (#26542 by @peppy)

Simplify gameplay pause sequence (#26605 by @peppy)

This removes the frequency ramp on pausing. This was something I was personally behind implementing and working to keep around, but nuking in favour of simplifying the process for now. In discussing with nekodex we both agree there is a better way forward than this.

This lays groundwork for doing other things, like allowing seeking during replay pause, and changing the way offsets work without worrying about the weird application considerations from the pause ramp effect.

Fix gameplay elements not correctly offsetting to avoid per-ruleset skin layout (#26609 by @peppy)

Change S rank to require no miss (#26630 by @peppy)

This is a change for osu!/osu!taiko to match stable. It's not final. We're just giving people what they are used to for now. If you're about to comment about how you disagree with this, then please make sure to search first and contribute to an existing conversation.

Smaller changes

De-dupe displayed hits in judgement counter (#26540 by @peppy)

Only display offset toast when in local gameplay (#26543 by @peppy)

Implement shaders for ArgonHealthDisplay (ppy/osu-resources#302 by @EVAST9919)

Fix argon health bar showing "miss" bar for bananas (#26561 by @peppy)

Gameplay (osu!)

Fix flashlight not dimming if slider head is hit early (#26576 by @bdach)

Fix cursor scale animation not matching stable on classic skins (#26567 by @peppy)

Adjust slider tick / end miss animations to be shorter (#26668 by @peppy)

There's still a lot of feedback that these are noisy and get in the way. As a recap, you can already skin these out using sliderendmiss and sliderendtick, but adding these in a classic skin is a bit of a pain in the ass, so I want to make the defaults usable for most users.

We'll continue to iterate based on feedback!

Adjust slider tick / end miss visuals to be less noisy (#26703 by @peppy)

More subtle, less noisy, but still should describe the misses quite well.

I toyed with bringing across the stable behaviour of ticks not fading out but people preferred this direction, so let's stick with it.

Smaller changes

Fix pop-in scale transition in resume overlay affecting input area (#26545 by @frenzibyte)

Fix touch device not always activating when it should (#26575 by @bdach)

Adjust legacy slider misses to be smaller again (ppy/osu-resources#304 by @peppy)

People are still complaining so I want to first try to make them more subtle.

Gameplay (osu!mania)

Fix key overlay not showing special key in the right place (#26589 by @peppy)

Gameplay (osu!taiko)

Fix taiko maps containing only drum rolls / swells not being passable without mods (#26578 by @bdach)

Change the input drum width to be consistent across all skins (#26632 by @frenzibyte)

Up until now, the input drum width was variable per skin, which results in the overall gameplay width changing based on skin. This has been discussed to be quite bad and must not be the case (see discord).

The constant width for the input drum has been defined to be 180px, visually matching osu!stable on classic skin. Default skins have been altered slightly to respect that width (basically set its height with respect to width rather than the opposite).

Change hit target position in osu!taiko to always match stable (#26634 by @frenzibyte)

triangles

argon

Move osu!taiko playfield down a nudge to match stable visually (#26635 by @frenzibyte)

Remove rounding of slider velocity (when applied as scroll speed) (#26616 by @peppy)

This fixes some beatmaps using very precise slider velocities to create a speed ramp from looking too "jumpy".

Fix osu!taiko's scroll speed not matching stable expectations (#26781 by @frenzibyte)

This finally brings osu!taiko in line with scroll speed on stable, even when "classic" mod is not applied.

Smaller changes

Fix taiko input drum animation fade not matching osu!stable (#26608 by @mouzedrift)

https://github.com/ppy/osu/assets/43358824/26953b74-766d-430c-9bab-add462b731b3

Rewrite osu!taiko playfield adjustment container to keep playfield height constant (#26631 by @frenzibyte)

Main Menu

Fix toolbar buttons not being clickable at screen edges (#26530 by @Susko3)

Allow adjusting volume controls via a drag (#26564 by @peppy)

Did you know you could do this in stable? Well you can in lazer too now.

Fix star fountains sometimes resetting visually (#26667 by @peppy)

Starting/stopping the firing process was done very weirdly, causing the underlying class to get confused.

Fix now playing beatmap backgrounds not being correctly centred (#26680 by @peppy)

Update logo (#26704 by @peppy)

Say hello to your new osu! logo. And don't trip on the dot.

Update backgrounds (ppy/osu-resources#306 by @arflyte)

Brand new menu backgrounds to match the fresh logo.

Smaller changes

Update logo resources (ppy/osu-resources#305 by @peppy)

Multiplayer

Fix touch device mod getting selected as a free mod in playlists (#26492 by @frenzibyte)

Remember the user's selected multiplayer room filter mode (#26538 by @peppy)

Fix multiplayer scores not updating after failing (#26751 by @frenzibyte)

Smaller changes

Fix multiplayer potentially selecting mods of wrong ruleset when starting matc...

Contributors

peppy, smoogipoo, and 16 other contributors

Assets

14

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2024.114.0

14 Jan 15:20

peppy

2024.114.0

e3ffea1

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2024.114.0

Editor

Fix some editor issues in last release (#26521 by @bdach)

Framework

Fix KeyCombination throwing when duplicates are fed in (ppy/osu-framework#6130 by @peppy)

Gameplay

Fix scores not showing up on leaderboards during gameplay (#26520 by @peppy)

Gameplay (osu!)

Fix flashlight dim being applied before slider start time (#26525 by @bdach)

Installer

Fix broken windows installer in last release (#26511 by @bdach)

Reliability

Fix android startup crash in last release (ppy/osu-framework#6132 by @bdach)

Update framework (#26528 by @peppy)

Song Select

Fix date failing to display on leaderboard for some scores with weird datetimes (#26526 by @bdach)

UI

Show "slider end" statistic next to slider ticks on results screen (and use correct colour) (#26522 by @bdach)

Full Changelog: 2024.113.0...2024.114.0

Contributors

peppy and bdach

Assets

15

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2024.113.0

13 Jan 16:32

peppy

2024.113.0

3d3f58c

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2024.113.0

Code Quality

Fix player submission test intermittent failures due to audio playback discrepancy logic kicking in (#26357 by @bdach)

Fix wiki link path inconsistencies (#26378 by @wooster0)

Editor

Fix beats sometimes being counted incorrectly in the timing editor (#26281 by @iminlikewithyou)

Smaller changes

Fix crash when dragging rotation control in editor with both mouse buttons (#26353 by @peppy)

Keep editor in frame stable mode when possible (#26382 by @peppy)

This is intended to be a catch-all fix for frame stable related issues in the editor.

Framework

Add window hide/show methods (preliminary work for boss key) (ppy/osu-framework#6085 by @adryzz)

Fix android storage path on .NET 8 (ppy/osu-framework#6100 by @i3ym)

Fix dropdown header handling platform actions when not hovered (ppy/osu-framework#6096 by @frenzibyte)

Make Insert for SlimReadOnlyListWrapper unsupported (ppy/osu-framework#6103 by @Terochi)

Update year references (ppy/osu-framework#6107 by @bastianpedersen)

Fix frame statistics display GC boxes not correctly being cleaned up (ppy/osu-framework#6118 by @peppy)

Expose RunTestsFromNUnit as public (ppy/osu-framework#6113 by @peppy)

Update framework (#26467 by @peppy)

Remove VeldridTexture.Bind() (ppy/osu-framework#6128 by @smoogipoo)

Fix KeyCombination throwing when duplicates are fed in (ppy/osu-framework#6130 by @peppy)

This class may require some test coverage. Just pushing out for immediate visibility.

Gameplay

Fix possible double score submission when auto-retrying via perfect mod (#26333 by @bdach)

Fix Cinema mod being compatible with mods that can force failure (#26438 by @bdach)

Gameplay (osu!)

Increase slider tails' score to 150 points (up from 30) (#26248 by @smoogipoo)

@Bubbleman532, @Zyfarok, and others in the community have mentioned that the changes to sliders (tails not affecting the slider's main judgement, because that judgement is now on the head) have made tails not worth as much anymore, and removes the need to aim sliders on higher SR maps that very rarely have any ticks in sliders.

This PR makes tails worth 150 points, compared to the 30 points of a normal tick.

Gameplay (osu!catch)

Fix backwards z-ordering of fruits in juice streams and banana showers (#26336 by @bdach)

Adjust catch scoring to match stable score V2 (#26405 by @bdach)

Gameplay (osu!mania)

Fix mania score conversion using score V1 accuracy (#26434 by @bdach)

Smaller changes

Fix some osu!mania skins not being processed due to errors in ini file (#26468 by @frenzibyte)

Gameplay (osu!taiko)

Fix standardised score conversion failing for some taiko scores due to overestimating accuracy portion (#26332 by @bdach)

Misc

Make chat command names case-insensitive (#26379 by @wooster0)

Flash blocking ongoing operations dialog when trying to force quit (#26381 by @Joehuu)

Disable pausing music during intro sequence (#26411 by @zacwm)

Fix wiki main page not displaying custom layout (#26441 by @Joehuu)

Multiplayer

Fix multiplayer scores being submitted as pass even if failed (#26384 by @peppy)

Smaller changes

Update the current activity when the multiplayer room updates (#26343 by @adryzz)

Online

Store user online state in config for next launch (#26337 by @bdach)

Stored status is reset on logout, so that it doesn't persist across multiple users logging in on one machine.

Performance

Set process priority of game window to high when focused (ppy/osu-framework#6104 by @peppy)

This is something we do on osu!stable and has large gains (for some users) on desktop systems, especially when shared with other heavy applications.

Only applies to windows.

Smaller changes

Change threaded optimisations setting to "Auto" on startup (#26354 by @peppy)

Use HashSet instead of List for temporary check in transform handling (ppy/osu-framework#6106 by @peppy)

Reduce allocations when setting value on BindableNumber with precision (ppy/osu-framework#6109 by @smoogipoo)

Remove per-call array allocations from InputSampler (ppy/osu-framework#6108 by @peppy)

Reduces overhead of cursor trail.

Simplify SpriteIcon to reduce draw thread overheads (ppy/osu-framework#6111 by @EVAST9919)

Use native query to avoid huge overheads when cleaning up realm files (#26451 by @peppy)

Fix SettingsToolboxGroup allocating excessively due to missing cache validation (#26456 by @peppy)

Preliminary fixes for off-the-charts allocations (#26422 by @peppy)

Remove alloc overhead for NormalizedValue (ppy/osu-framework#6116 by @peppy)

Fix insane joystick allocations overhead (ppy/osu-framework#6115 by @peppy)

Even when no joystick was connected.

Remove bindable overheads of health displays (#26455 by @peppy)

Reduce input processing overheads in PassThroughInputManager (ppy/osu-framework#6120 by @peppy)

Avoid creating a new texture in SmoothPath if the existing one is already the correct size (ppy/osu-framework#6119 by @peppy)

Remove allocations when checking if mouse outside all displays (ppy/osu-framework#6123 by @peppy)

Reduce string allocations during shader creation (ppy/osu-framework#6121 by @peppy)

Remove delegate allocation in jitter calculation in FramedClock (ppy/osu-framework#6122 by @peppy)

Remove overheads of MIDI device polling (ppy/osu-framework#6125 by @peppy)

Remove allocations during bass device sync polling operation (ppy/osu-framework#6124 by @peppy)

Reduce allocation overhead for keyboard / binding / button handling (ppy/osu-framework#6126 by @peppy)

Realm

Do not attempt to recalculate non-legacy scores or scores set on custom rulesets (#26439 by @bdach)

Replay

Only validate playback rate when in submission context (#26484 by @bdach)

Results

Fix overall ranking text overlapping at some aspect ratios (#26409 by @peppy)

Scoring

Fix score conversion incorrectly assuming zero combo score in certain cases (#26440 by @bdach)

Fix incorrect score conversion on selected beatmaps due to incorrect difficultyPeppyStars rounding (#26471 by @bdach)

Fixes issue that occurs on about 245 beatmaps[^1] and was first described by me on discord and then rediscovered again during work on #26405.

Song Select

Improve speed of beatmap carousel load when scrolling (#26385 by @peppy)

The preload numbers are still on the conservative side. We can probably adjust these based on the system the game is running on in the future. Or across the board. But this should improve the overall responsiveness of carousel loading, something that's been bugging me for quite a while now (and not just me)

Smaller changes

Fix mod score multiplier rounding to 1.00x with specific mod combinations (#26140 by @CaffeeLake)

Remove scores from song select leaderboard when leaving the screen (#26410 by @peppy)

Noticed they would disappear-then-appear after visiting the ranking screen. Which feels very weird.

Fix crash when clicking osu! logo in song select immediately after exiting (#26437 by @bdach)

New Contributors

@zacwm made their first contribution in #26411

Full Changelog: 2024.106.0...2024.113.0

Contributors

peppy, smoogipoo, and 14 other contributors

Assets

14

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2023.1231.0

31 Dec 13:55

peppy

2023.1231.0

e107338

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2023.1231.0

Generated at 12/31/2023 1:54:41PM

Code Quality

Remove outdated main menu version reference on issue template (#26271 by @Joehuu)

Gameplay (osu!mania)

Fix argon miss judgement on mania placed on a different position (#26235 by @frenzibyte)

Main Menu

Add some new menu tips (and reword some others) (#26225 by @peppy)

Settings

Fix suggested value in audio offset adjust control being opposite in signs (#26267 by @frenzibyte)

Hopefully the last fix here.

UI

Adjust menu button metrics to read better (#26201 by @iminlikewithyou)

Smaller changes

Fix interests icon no longer visible in user profile (#26276 by @Gabixel)

New Contributors

@iminlikewithyou made their first contribution in #26201

Full Changelog: 2023.1229.1...2023.1231.0

Contributors

peppy, iminlikewithyou, and 3 other contributors

Assets

15

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2023.1229.1

29 Dec 15:22

peppy

2023.1229.1

0fa4cd5

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2023.1229.1

Framework

Update game packages (ppy/osu-server-spectator#207 by @bdach)

Add setting to control automatic minimising on focus loss in fullscreen mode (ppy/osu-framework#6094 by @Susko3)

Expose Mod.UsesDefaultConfiguration (#26216 by @smoogipoo)

Main Menu

Stop showing game version at main menu (#26220 by @bdach)

Don't show online menu image until clicking osu! logo (#26221 by @bdach)

Add some new menu tips (and reword some others) (#26225 by @peppy)

Smaller changes

Make the menu tip about mod select's fun mods more up to date. (#26203 by @LeNitrous)

Reliability

Fix crash after changing audio track in editor (#26219 by @bdach)

Smaller changes

Fix crash when retrieval of system title image fails (#26196 by @bdach)

Settings

Fix global audio offset suggestion feature not taking previous offset value into account (#26222 by @bdach)

Oops, now it works properly.

UI

Remove opaque background from toolbar user button (#26224 by @bdach)

Fix dropdown colour not updating correctly on enabled state changes (#26207 by @frenzibyte)

Full Changelog: 2023.1229.0...2023.1229.1

Contributors

peppy, smoogipoo, and 4 other contributors

Assets

15

8

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2023.1229.0

28 Dec 18:16

peppy

2023.1229.0

8e3fe09

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2023.1229.0

Editor

Add visual offset to better align editor waveforms with expectations (#26136 by @peppy)

In preparation for locking in better audio constants in lazer, let's fix the editor waveform looking completely misaligned.

This adds a visual-only offset to better align the editor waveform (in the timeline and on the timing screen) with osu! community expectations. With this change, visual-based timing is feasible, and assuming done correctly, should be accurate within 2 ms.

Fix editor timing mode not handling undo/redo correctly (#26141 by @peppy)

When undoing, selection would be lost, and (kind of as a result) the controls on the right of the screen would enter a detached state where they don't update correctly. Quite annoying when you're making changes.

Framework

Fix audio being initialised more than once unnecessarily (ppy/osu-framework#6090 by @peppy)

Bump OpenTabletDriver to 0.6.4.0 (ppy/osu-framework#6086 by @X9VoiD)

Added support for:

Gaomon GM116HD

Huion Kamvas 22

VEIKK VK1060PRO

Wacom CTC-4110WL

Wacom CTC-6110WL

Wacom DTH-1320

Wacom PTU-600U

XP-Pen Deco M

Improved detection for:

Artisul A1201

Gaomon 1060 Pro

Huion H1060P

Huion H420x

Huion H950P

Huion Kamvas 20

Huion Kamvas Pro 24 (4K)

Kamvas Pro 13 (2.5k)

UGEE S640

Also:

Huion Q11K: Fix digitizer specifications

XP-Pen Star 05 V3: Fix digitizer specifications

Fix "Windows Ink" events being handled as touch events (ppy/osu-framework#5309 by @Susko3)

This fixes some tablet devices incorrectly enabling the "touch device" mod.

Smaller changes

Rename concept of "global" mixer with "fallback" (ppy/osu-framework#6091 by @peppy)

Add basic global statistics for input handler events (ppy/osu-framework#6087 by @Susko3)

Add low latency initialisation support on windows by directly interacting with WASAPI (ppy/osu-framework#6088 by @peppy)

Seems good, but had issues.

Disable WASAPI initialisation mode for now (ppy/osu-framework#6093 by @peppy)

Need some more time to test this out. As I kinda expected, it doesn't work well across the board.

Update framework (#26159 by @peppy)

Gameplay

Bail from score submission if audio playback rate is too far from reality (#26138 by @peppy)

Handles cases where audio drivers aren't working as expected.

Gameplay (osu!)

Add new mod "Depth" (#25653 by @EVAST9919)

Update argon and triangles slider tick/end miss to match display style (#26120 by @peppy)

Add classic skin sprites for slider tick and slider end misses (#26117 by @peppy)

A lot of complaints asking for disable on the new elements. Mostly because it was confusing to just downscale the normal miss.

Now they get their own sprites. And as a result it's skinnable for the people that are really adverse to change. You can skin via slidertickmiss@2x.png and sliderendmiss@2x.png.

CleanShot.2023-12-25.at.08.12.17.mp4

CleanShot.2023-12-25.at.08.13.40.mp4

Fix spinner max bonus sound playing when seeking in replay (#26170 by @rushiiMachine)

Force minimum cursor size for click-to-resume screen (#26148 by @rushiiMachine)

On cursor sizes below 0.3x it becomes exceedingly difficult to quickly locate and then accurately click the resume cursor on the pause overlay as it could as big as a handful of pixels. In the event the cursor aligns somewhere on top of or close to the text, it becomes nearly impossible to find it as it's even the same color.

This clamps the minimum cursor size to 1x for the resume overlay, which is way more comfortable and less likely to cause the player to miss afterwards (note that not the entire cursor aura is interactable, only about 2/3s) and more closely resembles stable.

Smaller changes

Add new sprites for slider end / tick misses (ppy/osu-resources#300 by @peppy)

Gameplay (osu!catch)

Fix catch objects not being clamped to playfield bounds (#26158 by @bdach)

Gameplay (osu!mania)

Make mania scroll speed independent of hit position (#26131 by @smoogipoo)

This fixes skins using a custom "HitPosition" having incorrect scroll speed.

Main Menu

Add support for displaying online images on main menu (#26172 by @bdach)

Move menu tips to main menu (#26182 by @peppy)

Show supporter love message at main menu and remove the disclaimer screen (#26183 by @peppy)

Goodbye disclaimer screen!

Settings

Always show settings section text on buttons (#26147 by @peppy)

Was really annoying to decode the icons quickly. Now text always shows.

Implement automatic suggestion of global audio offset based on last plays (#26169 by @bdach)

This control takes the place of the existing audio offset slider in game settings.

This is supposed to be a crude something to be in place by next year while the work on the real "offset wizard" can be postponed just a little bit longer.

Song Select

Fix rewind sometimes incorrectly selecting the same beatmap (#26127 by @ntransw)

Cycle between Daycore and Half Time mod when using classic hotkeys style (#26162 by @Gabixel)

Fix song select leaderboard tab ordering not matching stable (#26177 by @peppy)

Before

After

Smaller changes

Do not attempt to stop preview tracks when arriving from a "track completed" sync (#26124 by @bdach)

Spectator

Allow entering spectator mode from context menu on user panels (#26184 by @peppy)

Fix using "Back" binding at spectator fail screen not working (#26189 by @peppy)

UI

Update icons game-wide (#26167 by @bdach)

main menu, top level

main menu, play submenu

main menu, edit submenu

settings

editor

All editorial decisions ("why is this variant of the icon used?" "why are the icons smaller / have more padding?") are either mine alone or/and were made in line with feedback from @peppy.

All traces of hexacons have been erased. May they rest well. Note that this also affects overlay headers since they are weirdly conjoined to toolbar icons for whatever reason. But I think it's fine.

Toolbar design iteration (#26168 by @peppy)

Takes some inspiration from flyte's newer designs but also makes some changes I feel works well. Iterative and not final.

Update popup dialog design (#26187 by @peppy)

Had to be done. I got irked every time these came up.

As usual, disclaimer that this is an iterative design and will probably be replaced in the future.

Smaller changes

Add new icon assets (ppy/osu-resources#301 by @bdach)

Full Changelog: 2023.1228.0...2023.1229.0

Contributors

peppy, smoogipoo, and 7 other contributors

Assets

15

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osu!

A free-to-win rhythm game. Rhythm is just a click away!

This is the future – and final – iteration of the osu! game client which marks the beginning of an open era! Currently known by and released under the release codename "lazer". As in sharper than cutting-edge.

Status

This project is under constant development, but we do our best to keep things in a stable state. Players are encouraged to install from a release alongside their stable osu! client. This project will continue to evolve until we eventually reach the point where most users prefer it over the previous "osu!stable" release.

A few resources are available as starting points to getting involved and understanding the project:

Detailed release changelogs are available on the official osu! site.

You can learn more about our approach to project management.

Track our current efforts towards improving the game.

Running osu!

If you are just looking to give the game a whirl, you can grab the latest release for your platform:

Latest release:

Windows 10+ (x64)

macOS 12+ (Intel, Apple Silicon)

Linux (x64)

iOS 13.4+

Android 5+

You can also generally download a version for your current device from the osu! site.

If your platform is unsupported or not listed above, there is still a chance you can run the release or manually build it by following the instructions below.

For iOS/iPadOS users: The iOS testflight link fills up very fast (Apple has a hard limit of 10,000 users). We reset it occasionally. Please do not ask about this. Check back regularly for link resets or follow peppy on twitter for announcements. Our goal is to get the game on mobile app stores in early 2024.

Developing a custom ruleset

osu! is designed to allow user-created gameplay variations, called "rulesets". Building one of these allows a developer to harness the power of the osu! beatmap library, game engine, and general UX for a new style of gameplay. To get started working on a ruleset, we have some templates available here.

You can see some examples of custom rulesets by visiting the custom ruleset directory.

Developing osu!

Prerequisites

Please make sure you have the following prerequisites:

A desktop platform with the .NET 8.0 SDK installed.

When working with the codebase, we recommend using an IDE with intelligent code completion and syntax highlighting, such as the latest version of Visual Studio, JetBrains Rider, or Visual Studio Code with the EditorConfig and C# plugin installed.

Downloading the source code

Clone the repository:

git clone https://github.com/ppy/osu

cd osu

To update the source code to the latest commit, run the following command inside the osu directory:

git pull

Building

From an IDE

You should load the solution via one of the platform-specific .slnf files, rather than the main .sln. This will reduce dependencies and hide platforms that you don't care about. Valid .slnf files are:

osu.Desktop.slnf (most common)

osu.Android.slnf

osu.iOS.slnf

Run configurations for the recommended IDEs (listed above) are included. You should use the provided Build/Run functionality of your IDE to get things going. When testing or building new components, it's highly encouraged you use the osu! (Tests) project/configuration. More information on this is provided below.

To build for mobile platforms, you will likely need to run sudo dotnet workload restore if you haven't done so previously. This will install Android/iOS tooling required to complete the build.

From CLI

You can also build and run osu! from the command-line with a single command:

dotnet run --project osu.Desktop

When running locally to do any kind of performance testing, make sure to add -c Release to the build command, as the overhead of running with the default Debug configuration can be large (especially when testing with local framework modifications as below).

If the build fails, try to restore NuGet packages with dotnet restore.

Testing with resource/framework modifications

Sometimes it may be necessary to cross-test changes in osu-resources or osu-framework. This can be quickly achieved using included commands:

Windows:

UseLocalFramework.ps1

UseLocalResources.ps1

macOS / Linux:

UseLocalFramework.sh

UseLocalResources.sh

Note that these commands assume you have the relevant project(s) checked out in adjacent directories:

|- osu // this repository

|- osu-framework

|- osu-resources

Code analysis

Before committing your code, please run a code formatter. This can be achieved by running dotnet format in the command line, or using the Format code command in your IDE.

We have adopted some cross-platform, compiler integrated analyzers. They can provide warnings when you are editing, building inside IDE or from command line, as-if they are provided by the compiler itself.

JetBrains ReSharper InspectCode is also used for wider rule sets. You can run it from PowerShell with .\InspectCode.ps1. Alternatively, you can install ReSharper or use Rider to get inline support in your IDE of choice.

Contributing

When it comes to contributing to the project, the two main things you can do to help out are reporting issues and submitting pull requests. Please refer to the contributing guidelines to understand how to help in the most effective way possible.

If you wish to help with localisation efforts, head over to crowdin.

We love to reward quality contributions. If you have made a large contribution, or are a regular contributor, you are welcome to submit an expense via opencollective. If you have any questions, feel free to reach out to peppy before doing so.

Licence

osu!'s code and framework are licensed under the MIT licence. Please see the licence file for more information. tl;dr you can do whatever you want as long as you include the original copyright and license notice in any copy of the software/source.

Please note that this does not cover the usage of the "osu!" or "ppy" branding in any software, resources, advertising or promotion, as this is protected by trademark law.

Please also note that game resources are covered by a separate licence. Please see the ppy/osu-resources repository for clarifications.

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帮助中心 · wiki | osu!

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forum

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no, really, i need help!

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Contents

文章

让我们帮助你

日志文件

事件查看器

帧时间视图

帮助中心

需要帮助?我们可以帮忙!在左侧边栏中查看常见问题的一些解决方案。如果你的问题未列出,或者你还有其他问题,可以发送邮件至 support@ppy.sh。或者可以考虑在帮助论坛发帖,在那里会有人帮助你。

文章

选择与您的问题最匹配的文章,以找到适合该问题的解决方案。

小节

主要内容

账号

osu! 支持者标签,登入与找回,名字更改,个人资料

账号限制

限制相关:概述,申诉流程,常见原因和冷静期

作图与编辑器

谱面维护,谱面所有权,谱面槽位

客户端

漏洞和崩溃,游玩问题,网络连接,性能问题

安装与注册

下载游戏,注册账号

商店

周边产品如 osu!go, osu!keyboard, osu!tablet

禁赛

禁赛相关:概述,常见原因和冷静期

升级到 lazer

迁移到 osu! 的下一个主要版本

网站

屏蔽用户,获得支持,网站外观

让我们帮助你

日志文件

日志文件是游戏客户端在任何时间点执行操作的详细记录。这些记录可以帮助我们确定你的问题原因。

这些文件非常方便获得,并且可以轻松解决非常复杂的问题:

打开 osu!。

在主界面点击 Options 按钮或者按下Ctrl + O。

在快速搜索栏输入 release。你将会看到你当前客户端使用的更新版本。

确保其设置为测试版(不定期更新)。

点击主屏幕下的重新启动按钮以应用对更新版本的更改。

再次前往设置界面并点击打开 osu! 所在文件夹.

在打开的文件夹中找到 Logs 目录。

选择所需的日志文件(支持代表会告诉你是哪个),并将其添加到你的支持请求或论坛帖子中。

事件查看器

事件查看器是 Windows 自带的系统工具,它可以提供 osu! 未提供的崩溃日志。这些崩溃日志可以帮助我们确定你的问题原因。

当 osu! 崩溃后,如果 osu! 未提供崩溃日志,可以通过事件查看器寻找。

如果帮助团队人员让你从事件查看器获取崩溃日志,请这样做:

在 osu! 崩溃后,按下 Win + R 以打开运行窗口。

在运行窗口输入 eventvwr 然后按下 Enter。事件查看器将会运行。

在事件查看器的左侧,点击 Windows 日志,然后点击应用程序。

在右侧,点击筛选当前日志...。

在筛选窗口中的事件级别中仅选中错误然后点击确定。

按下 Ctrl + F 或点击右侧的查找并输入 osu!。它将会找到 osu! 的第一个崩溃记录。

点击详细信息栏,通过点击展开 System 和 Event Data。

复制其中的文本并将其粘贴至你的支持请求或论坛帖子中。

帧时间视图

帧时间视图是 osu! 的一个功能,可以帮助我们收集更多影响体验的性能问题信息。

当在 osu! 中遇到棘手的性能问题时,帧时间视图是一个很好的工具,可以帮助我们诊断手头的问题,并帮助你找到问题的解决方案。

打开 osu!。

按下 Ctrl + F11 以打开帧时间视图。

触发或等待性能问题发生。

按下 Shift + F12 截图。这会将截图上传至 osu! 服务器,并会在你的浏览器中打开截图链接。

复制链接并粘贴至你的支持请求或论坛帖子中。

关闭帧时间视图,与打开一致,按下 Ctrl + F11。

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聚吡咯

鎖定

聚吡咯是一種常見的導電聚合物。純吡咯單體常温下呈現無色油狀液體,是一種C,N五元雜環分子,沸點是129.8℃,密度是0.97g/cm3,微溶於水。

中文名

聚吡咯

外文名

polypyrrole

沸    點

129.8 ℃

水溶性

微溶於水

密    度

0.97 g/cm³

外    觀

常温下呈現無色油狀液體

應    用

導電材料

目錄

1

簡介

2

分子簡式

3

應用範圍

4

製備及其原理

聚吡咯簡介

純吡咯單體常温下呈現無色油狀液體,是一種C,N五元雜環分子,沸點是129.8℃,密度是0.97g/cm,微溶於水。性質:研究和使用較多的一種雜環共軛型導電高分子,通常為無定型黑色固體,以吡咯為單體,經過電化學氧化聚合製成導電性薄膜,氧化劑通常為三氯化鐵、過硫酸銨等。或者用化學聚合方法合成,電化學陽極氧化吡咯也是製備聚吡咯的有效手段。是一種空氣穩定性好,易於電化學聚合成膜的導電聚合物,不溶不熔。它在酸性水溶液和多種有機電解液中都能電化學氧化聚合成膜,其電導率和力學強度等性質與電解液陰離子、溶劑、pH值和温度等聚合條件密切相關。導電聚吡咯具有共軛鏈氧化、對應陰離子摻雜結構,其電導率可達102~103S/cm,拉伸強度可達50~100MPa及很好的電化學氧化-還原可逆性。導電機理為:PPy結構有碳碳單鍵和碳碳雙鍵交替排列成的共軛結構,雙鍵是由σ電子和π電子構成的,σ電子被固定住無法自由移動,在碳原子間形成共價鍵。共軛雙鍵中的2個π電子並沒有固定在某個碳原子上,它們可以從一個碳原子轉位到另一個碳原子上,即具有在整個分子鏈上延伸的傾向。即分子內的π電子雲的重疊產生了整個分子共有的能帶,π電子類似於金屬導體中的自由電子。當有電場存在時,組成π鍵的電子可以沿着分子鏈移動。所以,PPy是可以導電的。在聚合物中,吡咯結構單元之間主要以α位相互聯接,當在α位有取代基時聚合反應不能進行。用電化學氧化聚合方法可以在電極表面直接生成導電性薄膜,其電導率可以達到102S/cm,且穩定性好於聚乙炔。聚吡咯的氧化電位比其單體低約1V左右。聚吡咯也可以用化學摻雜法進行摻雜,摻雜後由於反離子的引入,具有一定離子導電能力。聚吡咯除了作導電材料使用,如作為特種電極等場合外,還用於電顯示材料等方面,作為線性共軛聚合物,聚吡咯還具有一定光導電性質。小陰離子摻雜的聚吡咯在空氣中會緩慢老化,導致其電導率降低。大的疏水陰離子摻雜的聚吡咯能在空氣中保存數年而無顯著的變化。

聚吡咯分子簡式

聚吡咯

折線式

聚吡咯應用範圍

聚吡咯可用於生物、離子檢測、超電容及防靜電材料及光電化學電池的修飾電極、蓄電池的電極材料。此外,還可以作為電磁屏蔽材料和氣體分離膜材料,用於電解電容、電催化、導電聚合物複合材料等,應用範圍很廣。具體如下:(1)離子交換樹脂:相比於傳統的離子交換樹脂,這種材料把電化學和離子交換結合在一起,能方便的再生和減小能耗、降低污染。(2)生物材料:PPy具有良好的生物相容性,在電刺激下導電聚合物可以調節細胞的貼附、遷移、蛋白質的分泌與DNA的合成等過程,使其在生物醫學領域有着廣泛的應用前景。(3)質子交換膜:質子交換膜作為質子交換膜燃料電池的核心部件,直接決定着燃料電池的性能。將PPy引入其中製備複合型質子交換膜有助於提高複合膜的熱穩定性、阻醇性和溶脹性等。(4)電催化:PPy膜具有獨特的摻雜和脱摻雜性能,可以有針對性的摻雜進許多具有對反應物有催化作用的分子或離子,提供電催化效率和實際應用價值。(5)二次電池的電極材料:PPy具有較高的電導率、環境穩定性好、可逆的電化學氧化還原特性以及較強的電荷貯存能力,是一種理想的聚合物二次電池的電極材料(6)金屬防腐:PPy膜對金屬的保護起到鈍化和屏蔽作用,提高了金屬基體的腐蝕電位,降低了腐蝕速率。

聚吡咯製備及其原理

聚吡咯可由吡咯單體通過化學氧化法或者電化學方法製得。化學聚合是在一定的反應介質中通過採用氧化劑對單體進行氧化或通過金屬有機物偶聯的方式得到共軛長鏈分子並同時完成一個摻雜過程。該方法的合成工藝簡單,成本較低,適於大量生產。使用化學法製備聚吡咯時的產物一般為固體聚吡咯粉末,即難溶於一般的有機溶劑,機械性能也較差不易進行加工。合成聚吡咯產品是的機理:首先,當體系中有氧化劑存在時,呈電中性的一個聚吡咯單體分子會在氧化劑的作用下被氧化失去一個電子,變成陽離子自由基。然後兩個陽離子自由基在體系中碰撞結合成含有兩個陽離子自由基的雙陽離子二聚吡咯,此時的雙陽離子在體系中經過歧化作用生成一個呈電中性的二聚吡咯。電中性的二聚吡咯又會與體系中的陽離子自由基相互結合生成三聚吡咯的陽離子自由基,經過歧化作用而生成三聚體的聚吡咯,週而復始最終生成了長分子鏈的聚吡咯。電化學聚合是在電場作用下,採用電極電位作為聚合反應所需要的能量,經過一段時間的反應後會在電極表面沉澱一層聚合物從而得到共軛高分子膜。通過控制聚合條件如電解液種類、吡咯單體的濃度、溶劑、聚合電壓、電流大小和温度等因素可製備具有各種不同形貌和性能的高聚物膜。進行電化學聚合時一般以鉑、金、不鏽鋼、鎳等惰性金屬或導電玻璃、石墨和玻炭電極等作為電極使用。在使用電化學方法制備聚吡咯時的聚合機理與用化學氧化法制備時的機理相似,也可以用自由基機理來解釋:首先,吡咯單體分子在電場的作用下,會在電極的表面失去電子而成為陽離子自由基,然後自由基會與另一單體相互結合而成為吡咯的二聚體。經過鏈增長步驟,最終得到聚吡咯大分子鏈。通常來説,使用化學氧化聚合法或電化學聚合法制備聚吡咯時,得到的產品都是黑色的固體,在使用化學氧化聚合法時製備的聚吡咯的產物一般是黑色粉末,而通過電化學聚合法則會在電極表面得到一層PPy薄膜。

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聚吡咯的概述圖(2張)

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編輯次數:40次歷史版本

最近更新:

大千同行

(2024-01-04)

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簡介

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分子簡式

3

應用範圍

4

製備及其原理

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