dev changelog 20171219

published 19 Dec 2017

Long time no see. I’m here to address a few points:

  • I haven’t posted here in like 4 months, so obviously that isn’t working
  • A lot of work has actually been going on
  • Visibility on that work — especially on the web side — is very low

I’ve spent a bit of time coming up with an changelog culmination script which amalgamates changes across all of the osu! projects into single tidy blog-ready posts. It automatically adjusts to my posting schedule, but ensures that no small details are lost. Going forward I will be posting semi-regularly here with updates on all three main projects currently under heavy development: osu, osu-framework and osu-web.

Don’t fret, this place won’t turn into a dull automated changelog flow. When I have the time, I will be expanding on individual changes with important notes, commentary or video. When I don’t, you will still be able to keep track of what I (and others on the team) are spending our time on.

Due to there being hundreds of new changes since my last post, I’m only covering the last week or so this time around.

osu The osu!lazer project. The future of the osu! client. Download preview releases from here and follow along!

Rewrite BeatmapCarousel with ModelView implementation #1697 (peppy)

After working through some bug fixes with people contributing to the lazer project, it became very obvious that the implementation of the SongSelect carousel could do with a lot of improvement. The flow of information and the readability of the code was below par, so I decided to take a few days to fix things up.

We now have a very heavily tested carousel which is also more optimised than previously. I’ve been testing with up to 50,000 beatmap sets loaded (150k difficulties) and it’s still quite usable, so I think we have a winner.

Other changes

  • Fix profile header not correctly being masked #1708 (peppy)
  • Implement keyboard controls in gameplay overlays (pause/fail) #1706 (smoogipoo)
  • Expand content of BeatmapInfoWedge #1698 (Aergwyn)
  • Fix BeatmapInfoWedge not counting Circles/Sliders correctly #1693 (Aergwyn)
  • No longer select Beatmapsets on import/download #1692 (Aergwyn)
  • Implement Editor hitobject selections #1690 (smoogipoo)
  • Filter invalid difficulties at song select #1689 (peppy)
  • Update tasks.json to remove warnings #1688 (smoogipoo)
  • Fix MusicController ignoring Looping property of Track #1685 (Aergwyn)

osu-framework The game framework behind osu!lazer. Written from scratch with osu! in mind, but very extensible.

Other changes

  • Improve ctor performance of Drawables #1269 (peppy)
  • Switch Trace.Assert to Debug.Assert to avoid user-facing errors #1268 (peppy)
  • Avoid unnecessarily aborting WebRequests if they are already completed or aborted #1267 (peppy)
  • Fix Logger still outputting to screen even when OutputToListeners is disabled #1266 (peppy)
  • Local all WeakList access in LocalisationEngine #1265 (peppy)
  • Fix IsCurrentScreen becoming true too early #1263 (peppy)

osu-web The new web front-end. Already live but hasn’t yet replaced the old site, pending feature parity.

New website poll

I asked on twitter how people are finding the new site. ARound 50% of people are quite eager to see it released, which is a satisfying result. That said, based on the feedback we got from this tweet we have identified a few key features which are missing that we will strive to implement before powering down the old site.


Add misses and max combo to scoreboards 🌈 #2000 (nekodex)

This is just the start of a larger design improvement we have planned for the beatmap leaderboards, so don’t mind the clumsy 300/100/50 counts and what not for now. They will be fixed soon!

Other changes

and that’s that!

Please give me your feedback of the readability of this format. It is highly appreciated.



published 24 Aug 2017

Coming at ‘ya with some well-cooked (you could even say thoroughly burnt) updates!

coffee hour

Introducing a new podcast, hosted by HappyStick and featuring me on the first episode. This is the result of some discussions we had at Anime Expo where we mutually agreed that there needs to be a better way to get information out from the team to the wider public audience (a lot of people don’t read my blog, the forums, etc.)

Check it out for the latest on lazer and other critical topics.


Import from osu-stable!

Finally, you can bring over your existing beatmap collection to lazer in one simple click… with a few caveats

  • We haven’t done extensive testing on compatibility of older beatmaps, so some may not be loaded correctly.
  • Importing will be a bit slow, mainly due to the concurrent disk operation required to copy all the data across.
  • Even after import, song select will struggle to load initially with a large number of maps. This will of course be optimised in the future.

If you have a lot of maps, I’d highly recommend letting it import some number of maps and then cancelling the task (via the notifications overlay).

osu!catch basics!

Parsing of basic fruits and some wonky display logic. This isn’t in a truly playable state yet, but a lot of the underlying framework has been complete. Working closely with smoogipoo, we have made it possible for taiko, mania and catch to share a great portion of their code (they all display objects in a scrolling fashion, after all)!

Key Bindings

After a huge overhaul, the key binding framework is now in place, with global and per-ruleset support. This comes with a new settings area to assigning bindings, including removing defaults altogether. An interesting thing to note is that this system supports all mouse buttons and wheel actions, so you could now, for instance, toggle chat using an extra mouse button!

osu!direct downloads

Finally, not only can you browse osu!direct but also download new beatmaps! Note that for the time being, this is completely limited to supporters (as it was with stable), but going forward we will be making it partially available to all users to provide better accessibility to all.

local chat echo

No longer do you have to wait for server confirmation before carrying on with typing your next message. One step closer to bringing the full chat experience home!

much more

There have been many new builds released since the last blog post, including plenty I haven’t covered above, so make sure to try things out for yourself! You can check the full changelog history (and download the latest build) here.

daily releases

For the imminent future, we are aiming at doing daily builds (at least on weekdays) to keep the pace high. You can follow our progress via the milestones we create at the start of each day, each correlating to a release at the end of that day. Not sure how long we’ll keep it up, but it seems to be working quite well so far!



published 21 Jul 2017

This post was supposed to go up on friday but completely slipped my mind! Plowing forward with lazer progress, amongst other things.

10th anniversary packs available!

During Anime Expo, we were gleefully handing out over 2,000 sticker/postcard/pin sets as part of our presence. We saved a small number for those who couldn’t make it but want to get a share of the amazing designs that were featured. You can now pick one up for around $6 including shipping (we’re basically selling at no profit) from the store, while stocks last!


I spent a lot of this week fixing bugs and tidying up important paths in the codebase. The main focus was handling of the currently loaded beatmap, covering state changes as selections are made at song select, in the music controller (via the playlist) and what happens when there are no available beatmaps due to a filter or the user deleting all their maps.

You will now notice that:

  • Importing beatmaps will now switch to the correct game mode
  • Deleting all beatmaps will now show a “no maps loaded” placeholder
  • Attempting to start play mode in this state will no longer crash
  • Selecting a beatmap in the playlist will switch to the correct game mode
  • Switching game modes will load a map from that game mode if not already
  • Selecting a difficulty in a different game mode will change your global game mode to match.

While this took quite a bit of time, I think it’s safe to say it was worth it. Not only has performance been improved, but a lot of janky transitions and behaviours have been resolved.

A few more visual changes:

special chat users are highlighted

A new build is up as of Friday, so go check out the full release notes to see what’s new!



published 17 Jul 2017

Hello! We’ve now exceeded one month since my last post. I’ve had this post in a draft status for quite some time, unable to post it because not everything had come together yet. Also been working across the board to catch up on a heap of stuff. Rather than just focus on lazer, let’s take a moment to cover everything that’s happened in this time.

Anime Expo 2017

This experience was absolutely amazing. Being able to meet people face-to-face – especially many which I have been dealing with on a regular basis – was the best thing I took away from the event. There’s so much to cover from this event alone, but here’s a few things summarised:

  • Going forward I’m going to continue my efforts to do some kind of “official” meet-up once a year in different places around the world.
  • We have a heap of awesome video footage, which will be edited down into a digestible format once I find the spare time.
  • Some serious discussions were had, resulting in some changes to how I run things going forward (in the best interest of the community). Look forward to a few new projects surfacing before the end of the year that should really help bring the community even closer together than before.


multiplayer commands for all

We’ve released the ability for any user to use the previously exclusive multiplayer room commands. This allows very fine control over rooms in ways that were previously not possible. It is especially useful to people running tournaments, but can also be used by room owners in a host-rotation scenario where the owner can now retain control even after giving away host. Check out the full documentation reference to learn more.

online state tracking

Web profiles will now (finally!) show up-to-date “last online” times as long as the user is connected to bancho. Previously, it would only be updated when a user visited the website. Note that right now even AFK users are considered “online”, but we may look at making this smarter going forward.


The new website has received some new features and improvements!

A new global contextual search that searches everything at once!

You can also drill down into details, refining your search to a specific area and more. Forum specific advanced search options are also still present, of course!

A huge applause goes out to nanaya for realising this feature. By no means finished, but in a very usable state (personally I think it works better than the options we have on the live site!).

friends listing

The friends listing page has now been realised on the new site. With the addition of online state tracking above, you can now see all your friends which are online in-game accurately from the web! Also, it’s quite pretty to look at!

Thanks to nekodex for the sound implementation of this system.

support purchase page

Supporting the game will in the near future be moved to the osu!store, rather than being a stand-alone page. While the preferred method of supporting is still using the old site (it has more payment methods available for the time being), you can preview this feature already here and even try using it if paypal is your preferred payment method :).

Thanks to notbakaneko for the implementation of this!

user cards

Hover a username anywhere on the new site and you’ll now see a user card popup. This allows you to get an overview of the user’s details, see their only status, add them at a friend or access their profile for more in-depth information.

Thanks to nekodex for implementing these cards as part of the friend system!


So, it’s been two builds since the last time I made a post. Forgive me if I skip over anything, but there’s a lot to touch on so let’s get started! If you’re more of the hands-on type, you can go and check out v2017.717.0 right now, with an insane number of additions, improvements and bug fixes.

New UI sound effects

This is still much of a WIP, so you’ll still see some changes and additions going forward. Consider this a glimpse at what we are going to aim for in terms of sound effects

In-game profiles

As part of a push to move everything to being accessible in-game, you can now access user profiles without being dumped out to a browser. Full stats are still a work-in-progress, but it should give you an idea of what you can expect in the near future!

Settings improvements

Redesigned the UX of the settings sidebar to feel better and avoid hiding the UI behind it. Now the whole settings menu expands, and the sidebar automatically contracts after selecting a section you wish to visit.

Lots, lots more

If you want to check out all the intricacies of lazer which have changed, please check the full changelogs! There’s plenty more small changes, optimisations and fixes that deserve attention there. I just can’t cover them all in this already-too-long post.

Thanks for reading until the end. Obviously posts this long won’t be a regular thing and I’ll do my best to return to normal programming from hereon out.



published 09 Jun 2017

Good evening.

Preparations continue for our space at Anime Expo 2017 throughout this week. I’ve been working around the clock (literally, due to opposite time zones!) to organise all the furnishing, electricity, PCs and other gear that we need to make ths event space happen. Stay hyped, because we’re not cutting corners as far as making the osu! space as enjoyable as possible for everyone that attends!

In the spirit of the upcoming 10 years of osu!, let me give you a little present.

Click above for the full 4K download (warning: it’s quite a large file)

Oh, we’ve also made quite a bit of forward lazer progress in a few departments, so let’s get into that!

OSD support for Raw Input and Cursor Sensitivity

When changing cursor sensitivity or toggling raw input, you will now see the current status popup in the OSD. It also gives you a handy tip that you can now hit Ctrl+Alt+R to completely reset the settings, in case you make a mistake and are unable to control your game input.

Implemented by myself, requiring some amount of framework changes to get the reset part working correctly.

Very simplistic implementation of the Social Browser

Currently has nowhere near the functionality we will see in the final implementation, and only displays top-ranked players, but it’s a stepping stone towards the final goal!

Thanks to DrabWeb for his great work modularising these overlays so code can be shared between them all.

Other stuff

  • Drezi126 has started exposing more of the difficulty calculation interface to allow for potential future improvements to the pp algorithm.
  • Various code clean-ups and CI improvements.
  • Scrolling to the bottom of chat channels is now fixed via framework changes by default0.
  • Various issues with raw mouse handler have been resolved.

Try it yourself

2017.609.0 is now available from github releases (or via auto-update if you already have lazer installed)! Keep in mind that this is still very much an alpha release. We do not offer support for it just yet!