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
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
Noticed during testing.
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`.
Add group support to beatmap carousel v2
Fix multi-segment-type sliders getting mangled on legacy export
Fix depth ordering in new carousel not being relative to selected item
Only used in test code.
IDistanceSnapProvider
Method signatures are also changed to be a lot more explicit as to what inputs they expect.
Avoid accessing `WorkingBeatmap.Beatmap` every update call
Make distance snap settings mutually exclusive
WorkingBeatmap
ctor