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This is another similar case where stable floating point precision comes
into play due to use of `hitObjectManager.Beatmap.BpmMultiplierAt` (see
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.. | ||
Beatmaps | ||
Configuration | ||
Difficulty | ||
Edit | ||
Judgements | ||
Mods | ||
Objects | ||
Properties | ||
Replays | ||
Resources/Testing/Beatmaps | ||
Scoring | ||
Skinning | ||
Statistics | ||
UI | ||
Utils | ||
osu.Game.Rulesets.Osu.csproj | ||
OsuInputManager.cs | ||
OsuRuleset.cs | ||
OsuSkinComponentLookup.cs | ||
OsuSkinComponents.cs |