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Fix minor issues with alpha fading at edges.
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@ -22,16 +22,14 @@ namespace osu.Game.Beatmaps.Drawable
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public Panel()
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{
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Height = MAX_HEIGHT;
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Masking = true;
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CornerRadius = 10;
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BorderColour = new Color4(221, 255, 255, 255);
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RelativeSizeAxes = Axes.X;
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AddInternal(nestedContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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CornerRadius = 10,
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BorderColour = new Color4(221, 255, 255, 255),
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});
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}
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@ -77,9 +75,8 @@ namespace osu.Game.Beatmaps.Drawable
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protected virtual void Selected()
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{
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BorderThickness = 2.5f;
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EdgeEffect = new EdgeEffect
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nestedContainer.BorderThickness = 2.5f;
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nestedContainer.EdgeEffect = new EdgeEffect
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{
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Type = EdgeEffectType.Glow,
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Colour = new Color4(130, 204, 255, 150),
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@ -90,9 +87,8 @@ namespace osu.Game.Beatmaps.Drawable
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protected virtual void Deselected()
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{
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BorderThickness = 0;
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EdgeEffect = new EdgeEffect
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nestedContainer.BorderThickness = 0;
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nestedContainer.EdgeEffect = new EdgeEffect
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{
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Type = EdgeEffectType.Shadow,
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Offset = new Vector2(1),
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@ -176,7 +176,7 @@ namespace osu.Game.Screens.Select
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float halfHeight = drawHeight / 2;
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foreach (Panel panel in scrollableContent.Children)
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{
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float panelDrawY = panel.Position.Y - Current;
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float panelDrawY = panel.Position.Y - Current + panel.DrawHeight / 2;
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float dist = Math.Abs(1f - panelDrawY / halfHeight);
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// Setting the origin position serves as an additive position on top of potential
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