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private void toggleAutoplay()
{
if (GameplayClockContainer.IsPaused.Value)
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Yeah so after actually checking behaviour of this, I don't think this is right at all.

There are two ways of pausing in editor player:

  • quick pause via Ctrl-P
  • full pause as in normal gameplay via Esc or what have you

Toggling autoplay in the first case is whatever and therefore I argue that it should not be blocked because it breaks nothing. Toggling it in the second case is broken and shouldn't be allowed (because the overlay is taking visual focus).

Moreover, the most broken thing here is that you can quick-unpause via Ctrl-P when the pause overlay is showing, which unpauses gameplay in the background.

So in short:

  • Full pause / pause overlay showing should block both quick-pause (Ctrl-P) and also toggling autoplay (Tab)
  • Toggling autoplay during quick pause is fine because it should bother nobody

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I changed the code now to allow toggling autoplay during quickpause but not fullpause. Quickpause is also not usable if the game is paused.

ArpaDeveloper and others added 4 commits November 21, 2025 13:01
Because they would propagate as other actions that have nothing to do
with the editor if not blocked, and I found that ultra weird.
I could break the old flag-based methods by quick-pausing and then
tabbing out of the game which would also show the pause overlay.

I could also find more breakage related to these bindings when the
resume overlay was visible after requesting unpause via the overlay.
@bdach bdach changed the title Fixed autoplay being usable while paused in beatmap editor Fix editor test play autoplay / quick play toggles being usable while pause or resume overlays were showing Nov 24, 2025
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2 participants