GetPlayableBeatmap
CancellationToken
default
DifficultyCalculator.CalculateAll
Was weirdly missing from this one method.
Skill
DifficultyAttributes
const
DifficultyCalculator
IRulesetInfo
IWorkingBeatmap
Nitpick, more cancellation token checks.
var
Change initial strain value in skills from 1 to 0
BaseDifficulty
Beatmap<T>
IEnumerable
IDeepCloneable
CreateCopy