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Update changelog for version 0.6.0.103
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CHANGELOG.md

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# Changelog
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## [0.6.0.103] - 2026-03-28 (Beta)
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- [Feat] New TJA header `.FORCEGAUGE:`, which forces the gauge type for the player-side
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- [Feat] New TJA header `.BOOMRULE:`, which specifies the gauge penalty of the BOOM judgement for the player-side
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- [Feat] Multi-value `SCENEPRESET:` (separated by comma (`,`)) for TJA and box.def to randomly use one of specified scenes
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- [Feat] Add new branch condition rules and ranges (based on (0auBSQ/OpenTaiko#807))
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- [Feat] Rotate barlines according to scroll direction like in TaikoJiro2
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- [Feat] Support reading `inf` and `infinity` (case-insensitive) in TJA as `Infinity`
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- [Enhance] TJA `#BRANCHSTART:` Allow omitting comma (,) between multi-letter condition type and value, and reject unknown type or range
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- [Enhance] Make the following header per-player-side: `GAME:`, `HIDDENBRANCH:`, `SIDE:`, `LIFE:`, `TOWERTYPE:`, `DANTICK:`, `DANTICKCOLOR:` (specifying them before the first `COURSE:` sets the default value of all difficulties)
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- [Enhance] Make TJA NOTESDESIGNER headers per-player-side and respect difficulty number if defined before the first `COURSE:` in TJA
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- [Enhance] Adjust gameplay stack order to be debug texts > fading-in/out > lyrics > training UI > OBJ > notes > background and training bar (from top layer to bottom layer)
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- [Enhance] Make log more complete (Allow logging to file before reading Config.ini, log exception in some empty catches, set up inner exceptions in nested throws)
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- [Fix] Big note branch score was not tracked
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- [Fix] Game crashed when the played OBJ command contains non-registered obj name
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- [Fix] Eased value for OBJ command was truncated to int
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- [Fix] Not all OBJ/CAM command states were reset properly on retry
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- [Fix] CAM commands failed to apply to the main screen
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- [Fix] `#BORDERCOLOR` command had no effects
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- [Fix] Lyrics and OBJs could not hide when retry or rewind
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- [Fix] OBJ & CAM commands did not respect play speed
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- [Fix] `#SUDDEN` move offset had no effects
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- [Fix] `#ENABLEDORON` & `#DISABLEDORON` were not per-player and did not reset after retrying gameplay
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- [Fix] `#SUDDEN` could not hide SENote and `#ENABLE`/`DISABLEDORON`, `#SUDDEN`, note hidden upon hit, & balloon appear during popping interfered with each other
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- [Fix] TJA `#SCROLL` could not parse number containing Infinity successfully
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- [Fix] TJA `#SUDDEN` could not handle Infinity values
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- [Fix] `#DELAY Infinity` crashed the game
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- [Fix] Could not select difficulties with `LEVEL:Infinity` or negative value (needs hard reloading song list)
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- [Fix] `LEVEL:10.45` displayed as 10+, `LEVEL:12.95` as 12(-) (for examples) due to unintended rounding
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- [Fix] COURSE-scope headers ignored the default scope before the first `COURSE:`, broken some charts made for TaikoJiro
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- [Fix] Invalid commands starting with `#BRANCHSTART` made the difficulty treated as branched chart
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- [Fix] Pre-COURSE LEVEL: broke difficulty available test (0auBSQ/OpenTaiko#625) (needs hard reloading)
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- [Fix] Per-player-side headers beyond selected player-side chart not ignored, broke per-player-side BALLOON and other headers
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- [Fix] Displayed puchi/character coin multiplier did not include rarity multiplier in Heya
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- [Optimize] Stop processing finished or truncated OBJ/CAM commands
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- [Chore] Decompose `EBranchConditionType` into `Exam.Type`, `EBranchCondBig`, & `Exam.Range`
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- [Chore] Simplify CAM command handling during gameplay
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- [Chore] Fix `CLang.GetExamName()` matched exam type by raw int and would break if Exam.Type changes
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## [0.6.0.102] - 2026-03-24 (Beta)
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- [Fix] 0.6.0.101 made Pause -> Resume made chart jumped to song start due to the main timer was not reset correctly

OpenTaiko/OpenTaiko.csproj

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<Folder Include="System\Open-World Memories\Modules\Modal\Sounds\" />
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</ItemGroup>
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<PropertyGroup>
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<Version>0.6.0.102</Version>
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<Version>0.6.0.103</Version>
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<OutputType>WinExe</OutputType>
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<TargetFramework>net8.0</TargetFramework>
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<EnableUnsafeBinaryFormatterSerialization>true</EnableUnsafeBinaryFormatterSerialization>

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