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Select timing point on enter if no effect point is active at the time
Noticed during testing.
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@ -79,8 +79,13 @@ namespace osu.Game.Screens.Edit.Timing
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var activeTimingPoint = EditorBeatmap.ControlPointInfo.TimingPointAt(accurateTime);
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var activeEffectPoint = EditorBeatmap.ControlPointInfo.EffectPointAt(accurateTime);
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double latestActiveTime = Math.Max(activeTimingPoint.Time, activeEffectPoint.Time);
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SelectedGroup.Value = EditorBeatmap.ControlPointInfo.GroupAt(latestActiveTime);
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if (activeEffectPoint.Equals(EffectControlPoint.DEFAULT))
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SelectedGroup.Value = EditorBeatmap.ControlPointInfo.GroupAt(activeTimingPoint.Time);
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else
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{
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double latestActiveTime = Math.Max(activeTimingPoint.Time, activeEffectPoint.Time);
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SelectedGroup.Value = EditorBeatmap.ControlPointInfo.GroupAt(latestActiveTime);
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}
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}
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protected override void ConfigureTimeline(TimelineArea timelineArea)
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