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Merge branch 'master' into fix-selection-handler-visibility
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commit
4185053120
@ -28,7 +28,7 @@ namespace osu.Game.Graphics.Containers
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protected override bool BlockNonPositionalInput => true;
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/// <summary>
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/// Temporary to allow for overlays in the main screen content to not dim theirselves.
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/// Temporary to allow for overlays in the main screen content to not dim themselves.
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/// Should be eventually replaced by dimming which is aware of the target dim container (traverse parent for certain interface type?).
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/// </summary>
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protected virtual bool DimMainContent => true;
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@ -34,13 +34,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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[BackgroundDependencyLoader]
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private void load()
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{
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// For non-pooled rulesets, hitobjects are already present in the playfield which allows the blueprints to be loaded in the async context.
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if (Composer != null)
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{
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foreach (var obj in Composer.HitObjects)
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AddBlueprintFor(obj.HitObject);
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}
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selectedHitObjects.BindTo(Beatmap.SelectedHitObjects);
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selectedHitObjects.CollectionChanged += (selectedObjects, args) =>
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{
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@ -69,7 +62,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (Composer != null)
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{
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// For pooled rulesets, blueprints must be added for hitobjects already "current" as they would've not been "current" during the async load addition process above.
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foreach (var obj in Composer.HitObjects)
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AddBlueprintFor(obj.HitObject);
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