There's no reason for why checks would need this to be bindable. A 1-directional binding is more appropriate.
Add setting UI components to the verify screen
InterpretationSection
SettingsSection
Fixes the CI failure.
Else we're relying on the `VerifyScreen`'s bindable instance, and by extension the `VerifyScreen` instance itself.
Add `SkinInfo.InstantiationInfo` to allow creating different skin types
Fix possible multiplayer test failure
HiddenIssueTypes
IssueList
ShowIssueTypes
This way `VerifyScreen` is decoupled from which options `VisibilitySection` provides. Bindings are a bit less neat, though.
This now exists in `VerifyScreen`, which we can access from here.
VerifyScreen
InstantiationInfo
SkinInfo.CreateInstance()
Remove downwards dependency from `HUDOverlay` to `HealthDisplay`
Implement the multiplayer spectator screen
Settings
Fix mania crashing on playing samples after skin change
Increase mania HP lenience
ChildrenEnumerable
HealthDisplay
The working beatmap is now in the context, so it's easier to distinguish beatmap type, hence no need for this prefix.
BeatmapVerifierContext
Enables checks to make use of the difficulty level as shown in the settings UI.
IWorkingBeatmap
This simplifies passing of contextual information by enabling addition without needing to refactor lots of classes. See next commit for example.
We'll eventually connect that bindable so that checks can access it.