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Avoid triangle bleeding by masking the triangle container without smoothness.
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@ -203,13 +203,22 @@ namespace osu.Game.Overlays.Pause
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EdgeSmoothness = new Vector2(2, 0),
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RelativeSizeAxes = Axes.Both
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},
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new Triangles
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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TriangleScale = 4,
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ColourDark = OsuColour.Gray(0.88f),
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Shear = new Vector2(-0.2f, 0)
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}
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Masking = true,
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MaskingSmoothness = 0,
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Children = new[]
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{
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new Triangles
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{
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RelativeSizeAxes = Axes.Both,
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TriangleScale = 4,
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ColourDark = OsuColour.Gray(0.88f),
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Shear = new Vector2(-0.2f, 0)
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}
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}
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},
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}
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}
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}
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