BeatmapPanel
Was an intentional choice but appeared weird to others instead. The feedback itself probably needs changing.
Fix distance snap grid not properly working due to multiple issues
Implement visual appearance of beatmap submission wizard
Change menus to fade out with a slight delay so settings changes are visible
OsuContextMenu
Added warning before bookmark reset
For https://github.com/ppy/osu/pull/31780
Update framework
Add support for "freestyle" in multiplayer
Always select the closest control point group regardless of whether it has a timing point on entering timing screen
Implement "form button" control
Add expanded state tracking to beatmap carousel v2
Noticed during testing.
Fix carousel tests failing due to dependency on depth ordering
Scheduler.AddOnce
updateSpecifics
To keep things simple, let's not bother debouncing this. The debouncing was causing spectating handling to fail because of two interdependent components binding to `BeatmapAvailability`: Binding to update the screen's `Beatmap` after a download completes: https://github.com/ppy/osu/blob/58747061171c4ebe70201dfe4d3329ed7f4343f5/osu.Game/Screens/OnlinePlay/Match/RoomSubScreen.cs#L266-L267 Binding to attempt a load request: https://github.com/ppy/osu/blob/8bb7bea04e56fab9247baa59ae879e16c8b4bd9b/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerMatchSubScreen.cs#L67 The first must update the beatmap before the second runs, else gameplay will not load due to `Beatmap.IsDefault`.