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Merge branch 'master' into spectator-replay-watcher
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@ -120,6 +120,11 @@ namespace osu.Game.Rulesets.Edit
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/// </summary>
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public void Deselect() => State = SelectionState.NotSelected;
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/// <summary>
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/// Toggles the selection state of this <see cref="OverlaySelectionBlueprint"/>.
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/// </summary>
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public void ToggleSelection() => State = IsSelected ? SelectionState.NotSelected : SelectionState.Selected;
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public bool IsSelected => State == SelectionState.Selected;
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/// <summary>
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@ -255,14 +255,13 @@ namespace osu.Game.Rulesets.UI
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NotValid,
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/// <summary>
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/// Whether we are running up-to-date with our parent clock.
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/// If not, we will need to keep processing children until we catch up.
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/// Playback is running behind real-time. Catch-up will be attempted by processing more than once per
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/// game loop (limited to a sane maximum to avoid frame drops).
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/// </summary>
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RequiresCatchUp,
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/// <summary>
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/// Whether we are in a valid state (ie. should we keep processing children frames).
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/// This should be set to false when the replay is, for instance, waiting for future frames to arrive.
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/// In a valid state, progressing one child hierarchy loop per game loop.
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/// </summary>
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Valid
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}
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@ -6,6 +6,7 @@ using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Performance;
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.UI
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