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This was firing regardless of whether the start time was changed, such as where beat snap provided the same time the object already has. The case where a change actually occurs is already handled by EditorBeatmap (see `startTimeBindables`), so it turns out this local handling is not required at all. |
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.. | ||
Timeline | ||
BeatDivisorControl.cs | ||
BlueprintContainer.cs | ||
CircularDistanceSnapGrid.cs | ||
ComposeBlueprintContainer.cs | ||
DistanceSnapGrid.cs | ||
DragBox.cs | ||
HitObjectOrderedSelectionContainer.cs | ||
MoveSelectionEvent.cs | ||
SelectionBox.cs | ||
SelectionBoxDragHandle.cs | ||
SelectionBoxDragHandleButton.cs | ||
SelectionHandler.cs |