From 2dbf30a0965767f0c8be93d918abe59322910a6b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Tue, 4 Feb 2025 12:44:05 +0100 Subject: [PATCH] Select timing point on enter if no effect point is active at the time Noticed during testing. --- osu.Game/Screens/Edit/Timing/TimingScreen.cs | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/osu.Game/Screens/Edit/Timing/TimingScreen.cs b/osu.Game/Screens/Edit/Timing/TimingScreen.cs index e2ef356808..e7bf798298 100644 --- a/osu.Game/Screens/Edit/Timing/TimingScreen.cs +++ b/osu.Game/Screens/Edit/Timing/TimingScreen.cs @@ -79,8 +79,13 @@ namespace osu.Game.Screens.Edit.Timing var activeTimingPoint = EditorBeatmap.ControlPointInfo.TimingPointAt(accurateTime); var activeEffectPoint = EditorBeatmap.ControlPointInfo.EffectPointAt(accurateTime); - double latestActiveTime = Math.Max(activeTimingPoint.Time, activeEffectPoint.Time); - SelectedGroup.Value = EditorBeatmap.ControlPointInfo.GroupAt(latestActiveTime); + if (activeEffectPoint.Equals(EffectControlPoint.DEFAULT)) + SelectedGroup.Value = EditorBeatmap.ControlPointInfo.GroupAt(activeTimingPoint.Time); + else + { + double latestActiveTime = Math.Max(activeTimingPoint.Time, activeEffectPoint.Time); + SelectedGroup.Value = EditorBeatmap.ControlPointInfo.GroupAt(latestActiveTime); + } } protected override void ConfigureTimeline(TimelineArea timelineArea)