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Remove bindable usage in PathControlPoint
This is quite a breaking change, but I think it is beneficial due to the large amount of usage of this class. I originally intended just to remove the allocations of the two delegates handling the `Changed` flow internally, but as nothing was really using the bindables for anything more than a general "point has changed" case, this felt like a better direction.
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@ -76,7 +76,7 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
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path.ConvertFromSliderPath(sliderPath);
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// If the original slider path has non-linear type segments, resample the vertices at nested hit object times to reduce the number of vertices.
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if (sliderPath.ControlPoints.Any(p => p.Type.Value != null && p.Type.Value != PathType.Linear))
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if (sliderPath.ControlPoints.Any(p => p.Type != null && p.Type != PathType.Linear))
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{
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path.ResampleVertices(hitObject.NestedHitObjects
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.Skip(1).TakeWhile(h => !(h is Fruit)) // Only droplets in the first span are used.
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@ -127,7 +127,7 @@ namespace osu.Game.Rulesets.Catch.Edit
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juiceStream.OriginalX = selectionRange.GetFlippedPosition(juiceStream.OriginalX);
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foreach (var point in juiceStream.Path.ControlPoints)
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point.Position.Value *= new Vector2(-1, 1);
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point.Position *= new Vector2(-1, 1);
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EditorBeatmap.Update(juiceStream);
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return true;
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