No issue thread for this again. Reported internally on discord:
https://discord.com/channels/90072389919997952/1259818301517725707/1320420768814727229
Placing this logic in the beatmap processor, as a post-processing step,
means that the new combo force won't be visible until a placement has
been committed. That can be seen as subpar, but I tried putting this
logic in the placement and it sucked anyway:
- While the combo number was correct, the colour looked off, because it
would use the same combo colour as the already-placed objects after
said break, which would only cycle to the next, correct one on
placement
- Not all scenarios can be handled in the placement. Refer to one of the
test cases added in the preceding commit, wherein two objects are
placed far apart from each other, and an automated break is inserted
between them - the placement has no practical way of knowing whether
it's going to have a break inserted automatically before it or not.
Originally this was an intentional choice (see
https://github.com/ppy/osu/pull/18088) when these controls were more
transparent and didn't for a solid toolbox area.
But this is no longer the case, so for now let's always block scroll to
match user expectations.
Closes#31262.
Closes https://github.com/ppy/osu/issues/31286.
Curious on thoughts about how the instant arrow fade looks on
non-classic skins. On argon it's probably fine, but it does look a
little off on triangles...