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Holodance V0.8.0c3 (alpha branch): OrbScoreHuds can be switched off, scoring improved

The OrbScoreHud that appears directly at the caught orbs since V0.8.0c2 when you catch an orb or finish a Slider has so far received mixed feedback, with some people finding it distracting, so ... you can now completely switch it off in the Style Settings. Also, you can control whether you only want the added score, or a timing bubble that indicates whether your timing was perfect, a little off or so off that it counts as miss, or both.

The OrbScoreHud now also follows Sliders. Unfortunately, this introduced a bug with score bubbles for orbs, so those sometimes simply don't appear at all. I'm working on that one.

I have also increased the base score of Sliders from 300 to 600. This should make it possible to beat the old leaderboard scores of almost all beatmaps, with the exception of extremely Slider-heavy beatmaps where the old Slider-scoring bug could give you a crazy high score. If you find beatmaps where with the same performance, you get a lower score than before, please let me know via Leaderboard reset or point system change ETA?

The changes in detail:

  • Added a better texture for the trails of the controllers and sliders that does not have those extra lines that the previous texture had.
  • Added separate base score for sliders. This is the maximum score without any bonus you can get when you spend the full time in the moving slider orb. Current base score for Sliders is 600, so it's twice as much as for orbs. This should make it possible to beat the current leaderboards on slider-heavy beatmaps.
  • Added a third trail renderer to the catchers and trail renderers are now only active when you have a combo (2x = 1 trail, 3x = 2 trails, 4x = 3 trails).
  • Added "Orb Score HUD" settings to Style settings. You can now decide whether Holodance should show the timing bubbles (green ellipse = perfect, yellow left/right arrows = a little too late/early, red left/right arrows = missed because too late/early), or the orb score (score directly at the orb when you catch it), or both.
  • Reverted location of "Orb Score HUD" (and timing bubbles) to the initial implementation where the appear exactly where the orb disappeared (instead of approximately where the controller is). This makes those locations significantly more predictable ... except in the case of Sliders where the appear where the Slider began (which is not what one would expect).
  • Using the normal orbs for Sliders until the Slider has arrived at the player (then we switch to the followTransform that the player has to follow). This fixes the issue that the combo-based rotation was not applied for Sliders which was kind of lame.
  • Added new logic for missed orbs that shows the relevant arrow at the catcher when an orb was completely missed. At the moment, this simply takes the first hand because we cannot really determine with which hand the player should have caught that orb.
  • OrbScoreHud now properly follows Sliders and updates the current score.