Implement toggling visibility of pass and fail storyboard layers
Disable the automatic offset adjustment button if the offset of the previous play was 0
Changed Catch NF penalty to match Osu
Closes https://github.com/ppy/osu/issues/6842. This is a rather barebones implementation, just to get this in place somehow at least. The logic is simple - 50% health or above shows pass layer, anything below shows fail layer. This does not match stable logic all across the board because I have no idea how to package that. Stable defines "passing" in like fifty ways: - in mania it's >80% HP (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Rulesets/Mania/RulesetMania.cs#L333-L336) - in taiko it's >80% *accuracy* (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L486-L492) - there's also the part where "geki additions" will unconditionally set passing state (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Player.cs#L3561-L3564) - and also the part where at the end of the map, the final passing state is determined by checking whether the user passed more sections than failed (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Player.cs#L3320) The biggest issues of these are probably the first two, and they can *probably* be fixed, but would require a new member on `Ruleset` and I'm not sure how to make one look, so I'm not doing that at this time pending collection of ideas on how to do that.
Fix excessive `applause` audio balancing in result screen
Fix missing texture on extremely long hold notes
Allow modifying hold note start/end time via mania composer playfield
Use more descriptive HitObject names for debugger displays
Implement time remaining display for daily challenge screen
This sort of thing has been showing up on flyte designs more and more so I want to start using it more over that rather ugly "overlined" text that's there on multiplayer screens right now.
Room
Add minimal viable new screen for daily challenge feature
Attempt full editor reload on key count change
Fix stack leniency not applying immediately after change
Fix Argon accuracy counter layout when under 10% and wireframe off
RestoreState()
IEditorChangeHandler
- "Circle size" / key count needs completely different handling. - Approach rate does not exist in mania.
Disallow running save-related operations concurrently
SelectedItem
Not being able to externally mutate this was making reuse in new daily challenge screen unnecessarily arduous.
OnlinePlayScreenWaveContainer
OnlinePlayScreen
Fix auto picking maps on zero ban rounds
Move new screen footer to `OsuGame` and add temporary `SongSelectV2` screen