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I was avoiding using reflection to save on overheads, but it's probably not worth it.
Use `ResetOnlineInfo`
Fix play count statistic hiding on local difficulties instead of showing `-`
…onents-changes Fixes and improvements to existing sheared components
I'm not sure why this is a thing but let's not do it without proper rationale.
…rboard Add song select beatmap leaderboard display
Remove pre-rate rounding in BPM display
…sence of other usages
Also hides ranking/failtime wedges on locally created difficulties
Fix osu!catch getting incorrectly upscaled on portrait orientation
…meplay-leaderboard Use actual score positions in gameplay leaderboard
Improve visibility of setting adjustments on mod icons
…diff-handling Fix incorrect handling of beatmap with local diffs in metadata wedge
Fix back button not displaying when transitioning to non-footer screen
Tidy some `ScreenFooter` code
This fixes the hard cut that was previously very jarring.
Previously, carousel panels would appear immediately at their required Y position. This didn't look great when they appear with other panels surrounding them. Now they will spawn in underneath the nearest item before them, making the animation feel much more correct.
At very high scroll speeds (using pageup/pagedown) you would see a weird animation of panels appearing. This removes the animation for that edge case.
…mod button Addresses #28301. No sound effects on click because right click handling is weird. I would have liked to call `DeselectAll` on the mod select overlay, but this doesn't work unless it's displayed due to queued operation.
Closes #22086 While this *is* a case of aspire-tier breakage, I hesitate to dismiss it as wontfix, because the fix is somewhat easy, and probably results in better accuracy across the board. The issue in question here manifests when there is a significant amount of lead-in time, like what the beatmap linked in the aforementioned issue (https://osu.ppy.sh/beatmapsets/948643#osu/1981090) does. Both stable and lazer record replay frames using absolute timestamps, *but* the legacy replay format after the first frame uses time *deltas*, i.e. amounts of time elapsed since the previous frame. This means that the decoding process of the replay has to reconstruct absolute timestamps by doing cumulative summation starting from the first frame. When the very first frame has a timestamp that is very large in magnitude (say, like the negative 2 billion that the beatmap in question uses), this will lead to error if the cumulative summation is using floating point numbers, because it will be adding a small magnitude frame delta to a large magnitude cumulative absolute time. Which means that sometimes adding the frame delta to the cumulative time *will not change the cumulative time*, leading to the loss of time and thus replay de-synchronisation. Knowing that the legacy replay format only deals in integral time values, however, this can be circumvented by just using a large enough integral number type for the cumulative time tracking instead. I think `long` in this case can be safely used "large enough" for our purposes: > Console.WriteLine(long.MaxValue); 9223372036854775807 9 223 372 036 854 775 807 ms equals 292 277 024,6269277149 years
…lick SongSelectV2: Add support for deselecting all mods by right clicking mod button
Fix multiple inconsistencies in beatmap carousel animations
SongSelectV2: Open results screen when clicking leaderboard scores
Fix possible replay playback inaccuracy with very large lead-in time
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