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https://github.com/ppy/osu
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Merge branch 'master' into fix-catch-autoplay-misses
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commit
c08fadb191
@ -1 +1 @@
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Subproject commit 90bf49a2df3dbad5994d922df63e4891c622dbc3
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Subproject commit d89e6cd63140c2b73631b79ff83b130a2b9958ed
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@ -23,6 +23,7 @@ namespace osu.Game.Rulesets.Osu.Objects
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public double EndTime => StartTime + this.SpanCount() * Curve.Distance / Velocity;
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public double Duration => EndTime - StartTime;
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public Vector2 StackedPositionAt(double t) => this.PositionAt(t) + StackOffset;
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public override Vector2 EndPosition => this.PositionAt(1);
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public SliderCurve Curve { get; } = new SliderCurve();
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@ -29,8 +29,7 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty
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protected override void PreprocessHitObjects()
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{
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foreach (OsuHitObject h in Beatmap.HitObjects)
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(h as Slider)?.Curve?.Calculate();
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new OsuBeatmapProcessor().PostProcess(Beatmap);
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}
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
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@ -3,7 +3,6 @@
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using System;
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using System.Linq;
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using osu.Game.Rulesets.Objects.Types;
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using OpenTK;
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using osu.Game.Rulesets.Osu.Objects;
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@ -95,7 +94,7 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
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var computeVertex = new Action<double>(t =>
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{
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// ReSharper disable once PossibleInvalidOperationException (bugged in current r# version)
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var diff = slider.PositionAt(t) - slider.LazyEndPosition.Value;
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var diff = slider.StackedPositionAt(t) - slider.LazyEndPosition.Value;
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float dist = diff.Length;
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if (dist > approxFollowCircleRadius)
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@ -140,6 +140,8 @@ namespace osu.Game.Rulesets.UI
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if (!base.UpdateSubTree())
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return false;
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UpdateSubTreeMasking(ScreenSpaceDrawQuad.AABBFloat);
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if (isAttached)
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{
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// When handling replay input, we need to consider the possibility of fast-forwarding, which may cause the clock to be updated
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