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Standardise and simplify the amount of beatmap information passed around song select.
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@ -346,6 +346,7 @@ namespace osu.Game.Screens.Select
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{
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base.OnBeatmapChanged(beatmap);
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//todo: change background in selectionChanged instead; support per-difficulty backgrounds.
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changeBackground(beatmap);
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selectBeatmap(beatmap.BeatmapInfo);
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@ -389,9 +390,9 @@ namespace osu.Game.Screens.Select
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beatmapSet.Beatmaps.ForEach(b => database.GetChildren(b));
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beatmapSet.Beatmaps = beatmapSet.Beatmaps.OrderBy(b => b.BaseDifficulty.OverallDifficulty).ToList();
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var working = database.GetWorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault());
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var beatmap = database.GetWorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault());
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var group = new BeatmapGroup(beatmapSet, working) { SelectionChanged = selectionChanged };
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var group = new BeatmapGroup(beatmap) { SelectionChanged = selectionChanged };
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//for the time being, let's completely load the difficulty panels in the background.
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//this likely won't scale so well, but allows us to completely async the loading flow.
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