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Add comment about off-screen loading
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@ -74,6 +74,18 @@ namespace osu.Game.Screens.Select
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public override bool PropagatePositionalInputSubTree => AllowSelection;
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public override bool PropagatePositionalInputSubTree => AllowSelection;
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public override bool PropagateNonPositionalInputSubTree => AllowSelection;
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public override bool PropagateNonPositionalInputSubTree => AllowSelection;
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private (int first, int last) displayedRange;
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/// <summary>
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/// Extend the range to retain already loaded pooled drawables.
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/// </summary>
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private const float distance_offscreen_before_unload = 1024;
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/// <summary>
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/// Extend the range to update positions / retrieve pooled drawables outside of visible range.
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/// </summary>
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private const float distance_offscreen_to_preload = 512; // todo: adjust this appropriately once we can make set panel contents load while off-screen.
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/// <summary>
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/// <summary>
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/// Whether carousel items have completed asynchronously loaded.
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/// Whether carousel items have completed asynchronously loaded.
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/// </summary>
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/// </summary>
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@ -557,18 +569,6 @@ namespace osu.Game.Screens.Select
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#endregion
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#endregion
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private (int first, int last) displayedRange;
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/// <summary>
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/// Extend the range to retain already loaded pooled drawables.
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/// </summary>
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private const float distance_offscreen_before_unload = 1024;
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/// <summary>
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/// Extend the range to update positions / retrieve pooled drawables outside of visible range.
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/// </summary>
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private const float distance_offscreen_to_preload = 256;
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protected override void Update()
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protected override void Update()
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{
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{
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base.Update();
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base.Update();
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