This stuff never really worked anyway - every case except with an already created multiplayer room was broken anyway.
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
DeleteDifficultyImmediately
LoopStartTime
TestSceneLeadIn
IsDisplayingToasts
StoryboardSprite
EarliestDisplayTime
CommandStartTime
NotificationOverlay
Improve performance when cancelling import with debugger attached
IsPresent
The reference counting was to guarantee performance (zero allocations) when the notification overlay was not required, but adds extra complexity. Instead, the toast tray now uses its ongoing height calculation as a metric for presence.
AlwaysPresent
ProgressUpdate