No issue thread for this again. Reported internally on discord:
https://discord.com/channels/90072389919997952/1259818301517725707/1320420768814727229
Placing this logic in the beatmap processor, as a post-processing step,
means that the new combo force won't be visible until a placement has
been committed. That can be seen as subpar, but I tried putting this
logic in the placement and it sucked anyway:
- While the combo number was correct, the colour looked off, because it
would use the same combo colour as the already-placed objects after
said break, which would only cycle to the next, correct one on
placement
- Not all scenarios can be handled in the placement. Refer to one of the
test cases added in the preceding commit, wherein two objects are
placed far apart from each other, and an automated break is inserted
between them - the placement has no practical way of knowing whether
it's going to have a break inserted automatically before it or not.
I managed to do this by accident three times today while testing using
the dashboard display, so it's time to action on it.
Touched on in
https://github.com/ppy/osu/discussions/30740#discussioncomment-11345996.
Was also mentioned recently in discord or another discussion explicitly
but I can't find that.
Originally this was an intentional choice (see
https://github.com/ppy/osu/pull/18088) when these controls were more
transparent and didn't for a solid toolbox area.
But this is no longer the case, so for now let's always block scroll to
match user expectations.
Closes#31262.
Fixes the main part of https://github.com/ppy/osu/issues/31144.
Support for selecting a video will come later.
Making this work was an absolutely awful time full of dealing with
delightfully kooky issues, and yielded in a very weird-shaped
contraption. There is at least one issue remaining wherein storyboard
videos do not actually display until the track is started in editor, but
that is 99% a framework issue and I do not currently have the mental
fortitude to diagnose further.
Would close https://github.com/ppy/osu/issues/31312.
Not super happy with the performance overhead of this, but this is
already a heuristic-based implementation to avoid every-frame
`.ChildrenOfType<>()` calls or similar, so not super sure how to do
better. The `Array.Contains()` check stands out in profiling, but
without it the indicators can collapse *too* eagerly sometimes.