GameplaySampleTriggerSource
IGameplayClock
The implementation of this requires a bit of a special case for 0, so makes sense to implement in a central place.
Fix tournament bracket parsing regression
Closes #24136. Regressed in #24037.
Remember state of replay settings visibility and allow key customisation
Doesn't appear to be required.
Fix fallback for `Judged` to be more correct
Move all remaining osu!taiko sample playback logic out of `DrawableHitObject`s
internal
Add difficulty attributes to facilitate conversion from legacy score, and convert existing scores
Judged
Without this change, when the `Judged` value is checked on an `HitObjectLifetimeEntry` it would return `true` if a `DrawableHitObject` has not yet been associated with the entry. Which is completely wrong. Of note, the usage in `DrawableHitObject` will have never fallen through to this incorrect value as they always have a result populated: https://github.com/ppy/osu/blob/f26f001e1d01ca6bb53225da7bf06c0ad21153c5/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs#L721-L726
Add links to nested objects' lifetime entries to `HitObjectLifetimeEntry`
HitObjectEntryManager
HitObjectLifetimeEntry.NestedEntries
Fix cancelled progress notifications requiring exit confirmation
TotalScoreVersion
LegacyTotalScore
ILegacyScoreProcessor
ILegacyScoreSimulator
Add handling of "unknown" beatmap availability in multiplayer flow
Use more correct localised string source for "sign out" text
Fix edge cases where selection buttons go outside playfield bounds
Reattach any orphaned scores when a beatmap is imported
Addresses https://github.com/ppy/osu/discussions/23599#discussioncomment-6300885.