OverlappingScrollAlgorithm
Was using a very local algorithm which I cannot guarantee is correct. I'd rather it just use the one used everywhere else.
Adjust visuals of settings toolboxes (gameplay loading screen and editor)
It is generally not possible to click a button that's not yet there, and it turns out that when the test in question is ran headless, it may not necessarily be there immediately.
Request user confirmation on updating locally-modified beatmaps
- `IProvideCursor.MenuCursor` -> `IProvideCursor.Cursor` - `MenuCursor` -> `MenuCursorContainer
Fix HUD components being interactive even when the HUD is visually hidden
Add support for inline country flags in wiki overlay
Use hit object time for timeline drag selection instead of relying on blueprint
Add cursor "smoke" trails
Compute lifetime start from entry for scrolling hit objects