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Bring back clamping in osu! scale handler
Being able to flip doesn't really feel all that good and `master` was already clamping, so let's just bring that back for now. Flipping can be reconsidered in a follow-up if it actually can be made to behave well.
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@ -9,6 +9,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Logging;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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@ -120,6 +121,8 @@ namespace osu.Game.Rulesets.Osu.Edit
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private void scaleSlider(Slider slider, Vector2 scale, Vector2[] originalPathPositions, PathType?[] originalPathTypes)
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{
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scale = Vector2.ComponentMax(scale, new Vector2(Precision.FLOAT_EPSILON));
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// Maintain the path types in case they were defaulted to bezier at some point during scaling
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for (int i = 0; i < slider.Path.ControlPoints.Count; i++)
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{
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@ -178,7 +181,8 @@ namespace osu.Game.Rulesets.Osu.Edit
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if (!Precision.AlmostEquals(selectionQuad.BottomRight.Y - origin.Y, 0))
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scale.Y = selectionQuad.BottomRight.Y - origin.Y < 0 ? MathHelper.Clamp(scale.Y, br2.Y, br1.Y) : MathHelper.Clamp(scale.Y, br1.Y, br2.Y);
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return scale;
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Logger.Log($"scale = {scale}");
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return Vector2.ComponentMax(scale, new Vector2(Precision.FLOAT_EPSILON));
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}
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private void moveSelectionInBounds()
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