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Fix phantom beatmap sets appearing on carousel after delete/update

Regressed in c40c70509e.

As it turns out, `item.Item.Filtered.Value` is not the only condition
that should be checked to determine if a carousel item should be hidden
or not - `item.Item.State.Value != CarouselItemState.Collapsed` should
also be true. This was even available as the `item.Item.Visible`
convenience property, which is used in this commit.

Failing to check `item.Item.State.Value` led to setting non-zero alpha
on collapsed carousel items, leading to phantom beatmap sets appearing,
as the alpha was set in the entire carousel's `Update()` method, thus
firing every frame.
This commit is contained in:
Bartłomiej Dach 2022-11-20 10:08:34 +01:00
parent b3667821eb
commit 7b274083d3
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@ -770,7 +770,7 @@ namespace osu.Game.Screens.Select
{
updateItem(item);
if (!item.Item.Filtered.Value)
if (item.Item.Visible)
{
bool isSelected = item.Item.State.Value == CarouselItemState.Selected;