Recent Releases



Real-Time Changelog

This log reflects the latest testing branch's status. Note that these changes are automatically built in test builds (in real-time!) and will end up in public releases around 1-2 times a month or sooner. This is a real-time automatic feed of all changes made to the osu! code-base, minus a few private tasks.

If you would like to know more about what is going on behind the scenes, you may want to follow my blog where I go into further detail about exactly what is going on in the osu! ecosystem in a weekly digest format.

Aug 29, 2015

 pp: [Tom94] Don't consider scores on qualified maps.

May 1, 2015

 pp: [Tom94] Reduce value of the Easy mod to counterbalance difficulty calculation bugfix.

Feb 17, 2015

 pp: [Tom94] Restore the magnitude of the AR11 aim bonus in standard mode back to 30% from 20%.
 pp: [Tom94] Use improved internal representation of difficulty attributes.
 pp: [Tom94] Reduce the bonus of Hidden and FlashLight in Taiko.

Feb 12, 2015

 pp: [Tom94] Add Hidden and FlashLight pp bonus in Taiko.
 pp: [Tom94] Make bonus for high approach rates start at 10.33 rather than 10.
 pp: [Tom94] Make FlashLight pp bonus depend on map length.
 pp: [Tom94] Report missing beatmaps to sentry.
 pp: [Tom94] Add sentry error integration.

Feb 3, 2015

 pp: [Tom94] Don't count tag beatmaps in pp calculations of standard mode.
 pp: [Tom94] Load beatmap difficulties gradually instead of in a single batch.

Dec 23, 2014

 pp: [Tom94] Scale Catch the Beat pp to the new star difficulties.
 pp: [Tom94] Make accuracy more relevant in Catch the Beat pp.
 pp: [Tom94] Make longer maps worth more and shorter maps worth less Catch the Beat pp.
 pp: [Tom94] Increase pp bonus of the Flashlight mod in Catch the Beat.
 pp: [Tom94] Increase pp bonus for approach rates below 8 and above 9 in Catch the Beat.
 pp: [Tom94] Increase pp bonus for the Hidden mod in Catch the Beat for lower approach rates.

Sep 28, 2014

 pp: [Tom94] Periodically check for newly qualified or ranked beatmaps and update their state inside the pp processor. (fixes /t/246378)
 pp: [Tom94] Always restrict maps loaded by the pp processor to qualified or ranked maps.
 pp: [Tom94] Update score's pp value if it is null, even if no full reprocess or a partial reprocess due to another score is being performed.
 pp: [Tom94] Attempt to fix skipped scores when pp processor interruptions occur.
 pp: [Tom94] Only update user pp if it actually changed.

Jul 22, 2014

 pp: [Tom94] Improve beatmap length scaling in osu! standard performance points.

Jun 29, 2014

 pp: [Tom94] Add a bonus of 10% pp for Hidden in Taiko.
 pp: [Tom94] Slightly reduce value of aim and slightly increase value of accuracy in osu! standard.

May 12, 2014

 pp: [Tom94] Give Easy mod 25% less weight in osu!mania until the difficulty algorithm can account for this better.

Apr 1, 2014

 pp: [Tom94] Further adjust Taiko accuracy scaling for pp.

Mar 30, 2014

 pp: [Tom94] Adjust accuracy scaling for Taiko pp.

Mar 22, 2014

 pp: [Tom94] Calculate pp for all key-mods in osu!mania.

Mar 19, 2014

 Tom94/pp_display: [Tom94] Add pp display to user profiles and show more than the 10 best performance scores.

Mar 18, 2014

 pp: [Tom94] Increase value of accuracy, combo and the penalty of misses in Taiko.

Mar 10, 2014

 pp: [Tom94] Remove DT from giving a pp bonus in mania and let keymods not give any pp at all for the time being.

Mar 4, 2014

 pp: [Tom94] Fix some standard beatmaps getting too high aim pp values.

Mar 2, 2014

 pp: [Tom94] Improve score weighting in osu!mania to weight accuracy less and high-level play more.

Mar 1, 2014

 pp: [Tom94] Increase accuracy scaling and decrease strain scaling for Taiko.
 pp: [Tom94] Fix Hidden and FlashLight giving an additional small bonus to aim instead of acc.
 pp: [Tom94] Add pp calculation methods for each gamemode.

Feb 27, 2014

 pp: [Tom94] Use new internal difficulty format.

Feb 15, 2014

 pp: [Tom94] Add storage of notable events regarding pp changes.

Feb 9, 2014

 pp: [Tom94] Increase the aim bonus of FlashLight slightly.
 pp: [Tom94] Increase pp-value of scores which excel in one category.

Jan 28, 2014

 pp: [Tom94] Give new scores a high priority over background score processing.
 pp: [Tom94] Remove ugly workaround for polling new scores. The issue has been fixed.
 pp: [Tom94] Fix some beatmaps incorrectly being treated as if they had 0 HitObjects.

Dec 9, 2013

 pp: [peppy] Extract aim accuracy to allow a variable setting.

Dec 6, 2013

 pp: [peppy] Overall improvements to transparency of scores.

Dec 4, 2013

 pp: [peppy] Fix beatmap-level accuracy calculations (per-mode).
 pp: [peppy] Refactor score processing to support or game modes in a logical manner.
 pp: [peppy] Fix console padding in header output.