This will be usable from the editor moving forward also - where every hit object can have its own velocity multiplier on top of the control point one.
Fix slider velocities
Taiko fixes
Taiko drawable generation
Conflicts: osu.Desktop.VisualTests/Tests/TestCaseTaikoHitObjects.cs osu.Desktop.VisualTests/Tests/TestCaseTaikoPlayfield.cs osu.Game.Modes.Taiko/UI/TaikoHitRenderer.cs osu.Game.Modes.Taiko/osu.Game.Modes.Taiko.csproj
Taiko drumroll drawing
I don't know if this is the best way to handle this/if there's a better way, but this seems pretty sane? This could be expanded on in the future to make swells harder/require more hits with a smaller duration.
Update async load usage to new style.
# Conflicts: # osu.Desktop.VisualTests/Tests/TestCaseTaikoPlayfield.cs
Framework & VisualTests update
Taiko replays