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Add comprehensive documentation of BeatmapInfo.DistanceSpacing
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable enable
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using System;
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using System.Linq;
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using JetBrains.Annotations;
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using Newtonsoft.Json;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Database;
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using osu.Game.Models;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Overlays.BeatmapSet.Scores;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Scoring;
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using Realms;
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#nullable enable
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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@ -109,6 +111,16 @@ namespace osu.Game.Beatmaps
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public bool SamplesMatchPlaybackRate { get; set; } = true;
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/// <summary>
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/// The ratio of distance travelled per time unit.
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/// Generally used to decouple the spacing between hit objects from the enforced "velocity" of the beatmap (see <see cref="DifficultyControlPoint.SliderVelocity"/>).
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/// </summary>
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/// <remarks>
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/// The most common method of understanding is that at a default value of 1.0, the time-to-distance ratio will match the slider velocity of the beatmap
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/// at the current point in time. Increasing this value will make hit objects more spaced apart when compared to the cursor movement required to track a slider.
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///
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/// This is only a hint property, used by the editor in <see cref="IDistanceSnapProvider"/> implementations. It does not directly affect the beatmap or gameplay.
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/// </remarks>
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public double DistanceSpacing { get; set; } = 1.0;
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public int BeatDivisor { get; set; }
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