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Fix FollowPointConnection pool filling up when follow points are hidden

Closes https://github.com/ppy/osu/issues/26642.

I think this applied to all pooling cases here.
This commit is contained in:
Dean Herbert 2024-01-21 10:31:27 +09:00
parent 1e44ba6d23
commit 1999e772f6
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@ -153,6 +153,9 @@ namespace osu.Game.Rulesets.Objects.Pooling
protected override bool CheckChildrenLife()
{
if (!IsPresent)
return false;
bool aliveChanged = base.CheckChildrenLife();
aliveChanged |= lifetimeManager.Update(Time.Current - PastLifetimeExtension, Time.Current + FutureLifetimeExtension);
return aliveChanged;