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Turn on ranked play #206
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Turn on ranked play #206
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| Original file line number | Diff line number | Diff line change |
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@@ -162,11 +162,9 @@ private void load(AudioManager audio, IdleTracker? idleTracker, GameHost host) | |
| { | ||
| Padding = new MarginPadding { Left = WEDGE_WIDTH } | ||
| }); | ||
| #if DEBUG | ||
| buttonsMulti.Add(new MainMenuButton(ButtonSystemStrings.RankedPlay, @"button-daily-select", FontAwesome.Solid.Crown, new Color4(94, 63, 186, 255), onRankedPlay, Key.R)); | ||
| #else | ||
| buttonsMulti.Add(new MainMenuButton(ButtonSystemStrings.QuickPlay, @"button-daily-select", FontAwesome.Solid.Bolt, new Color4(94, 63, 186, 255), onQuickPlay, Key.Q)); | ||
| #endif | ||
| // disabled for now to give ranked play space. | ||
| // buttonsMulti.Add(new MainMenuButton(ButtonSystemStrings.QuickPlay, @"button-daily-select", FontAwesome.Solid.Bolt, new Color4(94, 63, 186, 255), onQuickPlay, Key.Q)); | ||
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| buttonsMulti.ForEach(b => b.VisibleState = ButtonSystemState.Multi); | ||
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| buttonsEdit.Add(new MainMenuButton(EditorStrings.BeatmapEditor.ToLower(), @"button-default-select", OsuIcon.Beatmap, new Color4(238, 170, 0, 255), (_, _) => OnEditBeatmap?.Invoke(), Key.B, | ||
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This change makes Ranked Play available in non-DEBUG builds (previously it was gated), which can unintentionally expose an incomplete or environment-dependent feature in production. If Ranked Play is not guaranteed to be fully supported for all release channels/servers, guard it behind a runtime feature flag (or server capability) rather than removing the build-time gating entirely.