Disallow using scroll wheel for gameplay bindings
InputKey
Ensure `RegenerateAutoplay` is only run once per frame
RegenerateAutoplay
PoolableDrawableWithLifetime
It turns out the incompatibility with `LifetimeManagementContainer` causes more issues than anticipated.
PlacementBlueprint
Closes #12855.
This reverts commit 632bb70e
632bb70e
This reverts commit 73dfb04d
73dfb04d
Rename hitobject blueprints and tie them to HitObjects
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
Remove obsolete methods in `ModHidden` and apply few touches
Encapsulate check arguments in context object
This reverts commit a86a4bab91.
a86a4bab91
Type.GetType()
They're mostly used in extensibility scenarios, so everything happens in runtime. There is no better resolution than to crash with a null reference exception.
HitObjects
#nullable enable
Co-authored-by: Dean Herbert <pe@ppy.sh>
IBeatmap
There's no reason for why checks would need this to be bindable. A 1-directional binding is more appropriate.
Add setting UI components to the verify screen
The working beatmap is now in the context, so it's easier to distinguish beatmap type, hence no need for this prefix.
BeatmapVerifierContext
Enables checks to make use of the difficulty level as shown in the settings UI.
IWorkingBeatmap
This simplifies passing of contextual information by enabling addition without needing to refactor lots of classes. See next commit for example.
DrawableRuleset