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Merge branch 'master' into fix-spinner-rpm-user-rate-adjust
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@ -46,7 +46,20 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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private void addConnection(FollowPointConnection connection)
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{
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// Groups are sorted by their start time when added such that the index can be used to post-process other surrounding connections
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int index = connections.AddInPlace(connection, Comparer<FollowPointConnection>.Create((g1, g2) => g1.StartTime.Value.CompareTo(g2.StartTime.Value)));
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int index = connections.AddInPlace(connection, Comparer<FollowPointConnection>.Create((g1, g2) =>
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{
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int comp = g1.StartTime.Value.CompareTo(g2.StartTime.Value);
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if (comp != 0)
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return comp;
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// we always want to insert the new item after equal ones.
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// this is important for beatmaps with multiple hitobjects at the same point in time.
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// if we use standard comparison insert order, there will be a churn of connections getting re-updated to
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// the next object at the point-in-time, adding a construction/disposal overhead (see FollowPointConnection.End implementation's ClearInternal).
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// this is easily visible on https://osu.ppy.sh/beatmapsets/150945#osu/372245
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return -1;
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}));
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if (index < connections.Count - 1)
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{
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@ -9,7 +9,7 @@ using osu.Framework.Graphics.Shapes;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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public class RingPiece : Container
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public class RingPiece : CircularContainer
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{
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public RingPiece()
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{
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@ -18,21 +18,15 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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InternalChild = new CircularContainer
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Masking = true;
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BorderThickness = 10;
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BorderColour = Color4.White;
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Child = new Box
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{
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Masking = true,
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BorderThickness = 10,
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BorderColour = Color4.White,
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Box
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{
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AlwaysPresent = true,
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Alpha = 0,
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RelativeSizeAxes = Axes.Both
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}
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}
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AlwaysPresent = true,
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Alpha = 0,
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RelativeSizeAxes = Axes.Both
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};
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}
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}
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