This reverts commit d7d569cf4e.
d7d569cf4e
Closes https://github.com/ppy/osu/issues/28130.
ModDisplay
This is especially visible when reloading `SongSelectFooterV2` while multiple mods are already selected. The mods will appear expanded then contract.
AutomaticallyDownloadMissingBeatmaps
It was previously a bit sudden after dismissing the pause screen. Now there's a short delay before the actual countdown begins.
Player
Allows better visibility of playfield underneath it.
Closes https://github.com/ppy/osu/issues/27949.
ScoreManager
- [ ] Depends on https://github.com/ppy/osu-resources/pull/317.
Add custom message in the case of a `invalid beatmap_hash`
Co-authored-by: Walavouchey <36758269+Walavouchey@users.noreply.github.com>
Closes https://github.com/ppy/osu/issues/25633. The reason why that particular beatmap did not have a double skip on stable is here: https://github.com/peppy/osu-stable-reference/blob/e53980dd76857ee899f66ce519ba1597e7874f28/osu!/GameModes/Play/Player.cs#L1761-L1770 The particular place of interest is the `leadInTime < 10000` check. If `leadInTime < 10000`, then `leadIn == leadInTime`, and it turns out that `AudioEngine.Time` will always be more than or equal to `leadIn`, because it's also the gameplay start time: https://github.com/peppy/osu-stable-reference/blob/e53980dd76857ee899f66ce519ba1597e7874f28/osu!/GameModes/Play/Player.cs#L2765 This essentially means that if the `leadInTime` is less than 10000, that particular check is just dead. So a double skip can only occur if the gameplay starts at time -10000 or earlier due to the storyboard.
Stop blocking player load when hovering over osu! logo
Just to make reading the text easier.