I made these changes while working on
https://github.com/ppy/osu/pull/30579. Basically, it's hard to fix the
ranks not loading while underneath the footer, and the transparency both
looks bad, and is going away in the redesign.
I've chosen values here that are moving *in the direction* of the new
design without overhauling everything.
- I know that there's still some transparency. I did this because it
helps keep all current elements / colours contrasting without too much
effort.
- I completely removed the transparency adjustments on the beatmap
panels. This always looked bad due to being applied per-layer, and I
don't think it added much.
This is an issue as carousel panels manage their own animated state. If
they are marked as not-visible (done at a higher level, from filtering
or update pathways) but clicked while fading out, they will animate back
to a visible state but not be marked as visible.
No tests for this one as it's probably not worthwhile to test (and hard
to do so). Manual testing can be done with the following patch:
```diff
diff --git a/osu.Game/Screens/Select/BeatmapCarousel.cs
b/osu.Game/Screens/Select/BeatmapCarousel.cs
index c3d340ac61..3372242acc 100644
--- a/osu.Game/Screens/Select/BeatmapCarousel.cs
+++ b/osu.Game/Screens/Select/BeatmapCarousel.cs
@@ -255,7 +255,7 @@ private void
beatmapSetsChanged(IRealmCollection<BeatmapSetInfo> sender, ChangeS
}
foreach (int i in changes.NewModifiedIndices)
- UpdateBeatmapSet(sender[i].Detach());
+ Scheduler.AddDelayed(() =>
UpdateBeatmapSet(sender[i].Detach()), 100, true);
foreach (int i in changes.InsertedIndices)
UpdateBeatmapSet(sender[i].Detach());
```
- Enter gameplay and adjust beatmap offset then return to song select
and click the flashing panel.
OR
- Enter editor and save then return to song select and click the
flashing panel.
Closes https://github.com/ppy/osu/discussions/17171.
Even with pooling applied, there are overheads involved with transforms
when quickly cycling through the carousel.
The main goal here is to reduce the transforms in cases the reuse is
still in the same state. Avoiding firing `FadeIn` and `FadeOut` are the
main areas of saving.