Implement real-time PP counter
Even though this is a completely local operation in this case, there's still a level of asynchronous operation which was recent introduced with the score ordering: https://github.com/ppy/osu/blob/853cf6feaa165e833ecb7ca18c6cdffe8ca6e005/osu.Game/Screens/Select/Leaderboards/BeatmapLeaderboard.cs#L159 This means there is a brief period where the `Scores` property is null, after `Reset()` is called in the re-fetch procedure.
TestDifficultyIconSelectingForDifferentRuleset
APIRequest.Result
Response
Add `ILive<T>` and use as return type of `Import` methods
BeatmapInfo Beatmap
Show login failure messages on login form
Replace `GameplayBeatmap` with `GameplayState`
IAPIProvider
Add alternate Torus font
BeatmapInfo
beatmap
SettingsTextBox
null
ILive
Avoid accounting for the pause pitch adjust effect when "fixing" hardware offset adjustments
TestScene{Editor -> Composer}Selection
In line with an upcoming split in functionality between the composer blueprint container and the timeline blueprint container.
Add rectangular snap grid to osu! editor composer