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Reduce overhead of ApplyState
by tracking previous values
Even with pooling applied, there are overheads involved with transforms when quickly cycling through the carousel. The main goal here is to reduce the transforms in cases the reuse is still in the same state. Avoiding firing `FadeIn` and `FadeOut` are the main areas of saving.
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@ -71,6 +71,9 @@ namespace osu.Game.Screens.Select.Carousel
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{
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beatmapInfo = panel.BeatmapInfo;
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Item = panel;
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// Difficulty panels should start hidden for a better initial effect.
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Hide();
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}
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[BackgroundDependencyLoader(true)]
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