It is closer to the old blueprint-based behavior
But selecting a large number of hit objects is still very slow because all DHOs must be added and also `AddBlueprintFor` has quadratic behaviors
Remove
RemoveRange
RemoveAll
BlueprintContainer
ReceivePositionalInputAt
var
TimelineBlueprintContainer
They got too big.
EditorBeatmap.Update
PerformOnSelection
Doesn't make a huge difference but this was intended.
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
Reverse()
Co-authored-by: Dan Balasescu <smoogipoo@smgi.me>