Osu.Colour.{Draw,Text}ForHitResult
OsuColour.ForHitResult
This stuff never really worked anyway - every case except with an already created multiplayer room was broken anyway.
Fix target mod crashing if beatmap is played with a break after all hitobjects
MasterGameplayClockContainer
Closes https://github.com/ppy/osu/issues/20161.
Fix missing null checks on `selectedBeatmap` fields in `BeatmapCarousel`
Tidy up `TestSceneStoryboard`
Decode taiko Geki/Katu from legacy scores into `LargeBonus`
Fix some storyboard sprites still showing with zero `VectorScale`
BeatmapCarousel
Make drum rolls and swells optional in taiko
VectorScale
This implementation was matching the [framework side implementation of scale](https://github.com/ppy/osu-framework/blob/16d1c2d3356b0f59271fb49cff5fe8373ae9cdf3/osu.Framework/Graphics/Drawable.cs#L973-L976) but I don't think it's required here. I'm still not sure if the framework implementation is correct, but removing it locally does seem to fix broken storyboard cases. Closes https://github.com/ppy/osu/issues/20155.
TestSceneStoryboard
Show team scores at the tournament map pool screen
Fix right-clicking a non-selected match in ladder view dismissing context menu
Fix completion toasts sometimes not displaying
CarouselRoot
A bit unfortunately, but it's what we get for having ctor level bindings..
Add audio feedback for Esc/Back clearing text from a FocusedTextBox
selectedBeatmap
Add ability to delete difficulties from the editor
Fix some storyboard elements displaying too late due to incorrect start time allowances
NonGameplayAdjustments
GameplayAdjustments
TrueGameplayRate
DeleteDifficultyImmediately