This is important when using dynamic compiling to rapidly iterate. Until we actually split projects out into pieces (like the abstract ruleset project we have talked about) there is no advantage to using internal in the osu! game code.
Lifetime is very tightly controlled here, so all should be okay.
This won't change anything as is since all hit objects are given a depth at the moment.
This isn't utilized at the moment, and we should be avoiding this here in the first place.
Also removing a lot of mania code relating to gravity mod for now.
This exposes LifetimeOffset from DrawableHitObject which is used by the XSRG rulesets to adjust the life time range by the VisibleTimeRange.
Update SpeedAdjustmentCollection.cs