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Stabilise ordering instead of simple reversing
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
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@ -138,8 +138,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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Stack<double> currentConcurrentObjects = new Stack<double>();
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Stack<double> currentConcurrentObjects = new Stack<double>();
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// Reversing is done to enumerate in order of increasing StartTime.
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foreach (var b in SelectionBlueprints.OrderBy(b => b.HitObject.StartTime).ThenBy(b => b.HitObject.GetEndTime()))
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foreach (var b in SelectionBlueprints.Reverse())
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{
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{
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while (currentConcurrentObjects.TryPeek(out double stackEndTime))
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while (currentConcurrentObjects.TryPeek(out double stackEndTime))
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{
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{
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