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Adjust execution order
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@ -32,7 +32,7 @@ namespace osu.Game.Screens.Edit
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// We can avoid potentially thousands of objects being added to the input sub-tree since item selection is being handled by the BackgroundFlow
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// and no items in the underlying table are clickable.
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protected override bool ShouldBeConsideredForInput(Drawable child) => base.ShouldBeConsideredForInput(child) && child == BackgroundFlow;
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protected override bool ShouldBeConsideredForInput(Drawable child) => child == BackgroundFlow && base.ShouldBeConsideredForInput(child);
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protected EditorTable()
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{
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