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Temporarily disable masking temporarily to fix panels disappearing at extents
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@ -571,7 +571,7 @@ namespace osu.Game.Screens.Select
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updateItems();
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// Remove all items that should no longer be on-screen
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scrollableContent.RemoveAll(p => p.Y < visibleUpperBound - p.DrawHeight || p.Y > visibleBottomBound || !p.IsPresent);
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//scrollableContent.RemoveAll(p => p.Y < visibleUpperBound - p.DrawHeight || p.Y > visibleBottomBound || !p.IsPresent);
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// Find index range of all items that should be on-screen
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int firstIndex = yPositions.BinarySearch(visibleUpperBound - DrawableCarouselItem.MAX_HEIGHT);
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@ -10,6 +10,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input.Events;
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@ -31,6 +32,9 @@ namespace osu.Game.Screens.Select.Carousel
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{
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public const float HEIGHT = MAX_HEIGHT;
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// TODO: don't do this. need to split out the base class' style so our height isn't fixed to the panel display height (and autosize?).
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protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => false;
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private Action<BeatmapSetInfo> restoreHiddenRequested;
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private Action<int> viewDetails;
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