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Make Beatmap non-nullable #1027
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Note that tracks' looping is never restored now. There's unfortunately no easy way around this, but it shouldn't have any side-effects for now.
{ | ||
if (ReferenceEquals(null, other)) return false; | ||
if (ReferenceEquals(this, other)) return true; | ||
return Time.Equals(other.Time); |
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public override ScoreProcessor CreateScoreProcessor() | ||
{ | ||
throw new System.NotImplementedException(); |
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@@ -10,7 +10,7 @@ public class BeatmapDifficulty | |||
/// <summary> | |||
/// The default value used for all difficulty settings except <see cref="SliderMultiplier"/> and <see cref="SliderTickRate"/>. | |||
/// </summary> | |||
public const float DEFAULT_DIFFICULTY = 5; | |||
public const float DEFAULT_DIFFICULTY = 0; |
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osu.Game/Database/BeatmapDatabase.cs
Outdated
/// <summary> | ||
/// A default representation of a WorkingBeatmap to use when no beatmap is available. | ||
/// </summary> | ||
public WorkingBeatmap DefaultBeatmap { get; set; } |
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Looks okay for now 👍
Also removes property from OsuScreen, instead using the bindable backing directly.