From 9538a32b5ec0fbe7ea7fdf0a2012743b84fe877a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Sun, 22 Aug 2021 19:05:44 +0200 Subject: [PATCH] Explicitly update beatmap info wedge on mod change This used to already be the case prior to b419ea7, but in a very roundabout way. Changes to the value of the star difficulty bindable - including indirect changes via the set of active mods changing - would trigger the wedge display to regenerate and load asynchronously. b419ea7 accidentally broke this by moving down the bindable retrieval to a lower level, at which point `WedgeInfoText` would only receive the set of mods selected at the time at which a given beatmap was selected, and not receive any further updates, breaking the BPM display updating in real time (as `WedgeInfoText` could not be aware that rate-changing mods were even in effect). To resolve, explicitly reload the wedge's contents on mod changes. --- osu.Game/Screens/Select/BeatmapInfoWedge.cs | 1 + 1 file changed, 1 insertion(+) diff --git a/osu.Game/Screens/Select/BeatmapInfoWedge.cs b/osu.Game/Screens/Select/BeatmapInfoWedge.cs index 1769381a58..d40e21cd5e 100644 --- a/osu.Game/Screens/Select/BeatmapInfoWedge.cs +++ b/osu.Game/Screens/Select/BeatmapInfoWedge.cs @@ -71,6 +71,7 @@ namespace osu.Game.Screens.Select private void load() { ruleset.BindValueChanged(_ => updateDisplay()); + mods.BindValueChanged(_ => updateDisplay()); } private const double animation_duration = 800;