diff --git a/osu.Game/Screens/Edit/EditorBeatmap.cs b/osu.Game/Screens/Edit/EditorBeatmap.cs index 3402bf653a..669371c835 100644 --- a/osu.Game/Screens/Edit/EditorBeatmap.cs +++ b/osu.Game/Screens/Edit/EditorBeatmap.cs @@ -10,6 +10,7 @@ using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; +using osu.Game.Beatmaps.Legacy; using osu.Game.Beatmaps.Timing; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Objects; @@ -69,6 +70,32 @@ namespace osu.Game.Screens.Edit public EditorBeatmap(IBeatmap playableBeatmap, ISkin beatmapSkin = null) { PlayableBeatmap = playableBeatmap; + + // ensure we are not working with legacy control points. + // if we leave the legacy points around they will be applied over any local changes on + // ApplyDefaults calls. this should eventually be removed once the default logic is moved to the decoder/converter. + if (PlayableBeatmap.ControlPointInfo is LegacyControlPointInfo) + { + var newControlPoints = new ControlPointInfo(); + + foreach (var controlPoint in PlayableBeatmap.ControlPointInfo.AllControlPoints) + { + switch (controlPoint) + { + case DifficultyControlPoint _: + case SampleControlPoint _: + // skip legacy types. + continue; + + default: + newControlPoints.Add(controlPoint.Time, controlPoint); + break; + } + } + + playableBeatmap.ControlPointInfo = newControlPoints; + } + if (beatmapSkin is Skin skin) BeatmapSkin = new EditorBeatmapSkin(skin);