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Remove FullyLoaded logic
Always parse storyboards for now. Let's not optimise this until it is necessary. It was leading to weird threading problems due to the load call in Player's async load method.
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@ -22,17 +22,11 @@ namespace osu.Game.Beatmaps
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public readonly Bindable<IEnumerable<Mod>> Mods = new Bindable<IEnumerable<Mod>>(new Mod[] { });
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/// <summary>
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/// Denotes whether extras like storyboards have been loaded for this <see cref="WorkingBeatmap"/>.
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/// </summary>
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public bool FullyLoaded { get; protected set; }
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protected WorkingBeatmap(BeatmapInfo beatmapInfo, bool fullyLoaded = false)
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protected WorkingBeatmap(BeatmapInfo beatmapInfo)
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{
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BeatmapInfo = beatmapInfo;
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BeatmapSetInfo = beatmapInfo.BeatmapSet;
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Metadata = beatmapInfo.Metadata ?? BeatmapSetInfo.Metadata;
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FullyLoaded = fullyLoaded;
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Mods.ValueChanged += mods => applyRateAdjustments();
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}
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