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Fix state application always checking newest state for early abort, rather than current
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@ -76,7 +76,7 @@ namespace osu.Game.Screens.Edit
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var newState = stream.ToArray();
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var newState = stream.ToArray();
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// if the previous state is binary equal we don't need to push a new one, unless this is the initial state.
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// if the previous state is binary equal we don't need to push a new one, unless this is the initial state.
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if (savedStates.Count > 0 && newState.SequenceEqual(savedStates.Last())) return;
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if (savedStates.Count > 0 && newState.SequenceEqual(savedStates[currentState])) return;
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if (currentState < savedStates.Count - 1)
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if (currentState < savedStates.Count - 1)
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savedStates.RemoveRange(currentState + 1, savedStates.Count - currentState - 1);
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savedStates.RemoveRange(currentState + 1, savedStates.Count - currentState - 1);
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