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Revert to previous bound in drum roll tick generation

While `EndTime + tickSpacing` _was_ closer to what stable was using, it
could cause undesirable edge cases wherein a tick would be spawned
outside of the drum roll's duration
(see https://github.com/ppy/osu/pull/23768/files#r1222073027).

For this reason, stick with the old code for now, as it is not as
susceptible to that sort of breakage.
This commit is contained in:
Bartłomiej Dach
2023-06-08 09:56:39 +02:00
Unverified
parent b6a1377955
commit 7acd186a3d
+1 -1
View File
@@ -86,7 +86,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
bool first = true;
for (double t = StartTime; t < EndTime + tickSpacing; t += tickSpacing)
for (double t = StartTime; t < EndTime + tickSpacing / 2; t += tickSpacing)
{
cancellationToken.ThrowIfCancellationRequested();