diff --git a/osu.Game.Tests/Visual/UserInterface/TestSceneModSelectOverlay.cs b/osu.Game.Tests/Visual/UserInterface/TestSceneModSelectOverlay.cs
index 4cb6899ebc..9561a8875c 100644
--- a/osu.Game.Tests/Visual/UserInterface/TestSceneModSelectOverlay.cs
+++ b/osu.Game.Tests/Visual/UserInterface/TestSceneModSelectOverlay.cs
@@ -542,7 +542,7 @@ namespace osu.Game.Tests.Visual.UserInterface
AddStep("clear search", () => modSelectOverlay.SearchTerm = string.Empty);
AddStep("press enter", () => InputManager.Key(Key.Enter));
- AddAssert("mod select hidden", () => modSelectOverlay.State.Value == Visibility.Hidden);
+ AddAssert("mod select still visible", () => modSelectOverlay.State.Value == Visibility.Visible);
}
[Test]
diff --git a/osu.Game/Overlays/Mods/ModSelectOverlay.cs b/osu.Game/Overlays/Mods/ModSelectOverlay.cs
index 9035503723..c09668850a 100644
--- a/osu.Game/Overlays/Mods/ModSelectOverlay.cs
+++ b/osu.Game/Overlays/Mods/ModSelectOverlay.cs
@@ -48,7 +48,8 @@ namespace osu.Game.Overlays.Mods
/// Contrary to and , the instances
/// inside the objects are owned solely by this instance.
///
- public Bindable>> AvailableMods { get; } = new Bindable>>(new Dictionary>());
+ public Bindable>> AvailableMods { get; } =
+ new Bindable>>(new Dictionary>());
private Func isValidMod = _ => true;
@@ -636,12 +637,9 @@ namespace osu.Game.Overlays.Mods
case GlobalAction.Select:
{
- // Pressing select should select first filtered mod or completely hide the overlay in one shot if search term is empty.
+ // Pressing select should select first filtered mod if a search is in progress.
if (string.IsNullOrEmpty(SearchTerm))
- {
- hideOverlay(true);
return true;
- }
ModState? firstMod = columnFlow.Columns.OfType().FirstOrDefault(m => m.IsPresent)?.AvailableMods.FirstOrDefault(x => x.Visible);