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Fix argon hit circles occasionally going missing during editor seeking
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@ -64,21 +64,18 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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outerGradient = new Circle // renders the outer bright gradient
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outerGradient = new Circle // renders the outer bright gradient
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{
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{
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Size = new Vector2(OUTER_GRADIENT_SIZE),
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Size = new Vector2(OUTER_GRADIENT_SIZE),
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Alpha = 1,
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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},
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innerGradient = new Circle // renders the inner bright gradient
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innerGradient = new Circle // renders the inner bright gradient
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{
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{
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Size = new Vector2(INNER_GRADIENT_SIZE),
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Size = new Vector2(INNER_GRADIENT_SIZE),
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Alpha = 1,
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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},
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innerFill = new Circle // renders the inner dark fill
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innerFill = new Circle // renders the inner dark fill
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{
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{
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Size = new Vector2(INNER_FILL_SIZE),
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Size = new Vector2(INNER_FILL_SIZE),
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Alpha = 1,
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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},
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@ -123,14 +120,18 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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// Accent colour may be changed many times during a paused gameplay state.
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// Accent colour may be changed many times during a paused gameplay state.
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// Schedule the change to avoid transforms piling up.
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// Schedule the change to avoid transforms piling up.
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Scheduler.AddOnce(updateStateTransforms);
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Scheduler.AddOnce(() =>
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{
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updateStateTransforms(drawableObject, drawableObject.State.Value);
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ApplyTransformsAt(double.MinValue, true);
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ClearTransformsAfter(double.MinValue, true);
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});
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}, true);
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}, true);
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drawableObject.ApplyCustomUpdateState += updateStateTransforms;
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drawableObject.ApplyCustomUpdateState += updateStateTransforms;
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}
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}
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private void updateStateTransforms() => updateStateTransforms(drawableObject, drawableObject.State.Value);
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private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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{
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{
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using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
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using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
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