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Change distance snap to never account for slider velocity
This is a nuanced detail that was implemented incorrectly from the outset. When mapping, generally a mapper chooses the distance spacing with no regard to the SV. It has always been common to have a lower or higher distance spacing than SV, but with the way the lazer editor has worked, the SV was multiplied into the distance snap grid display, incorectly changing its spacing depending on the "reference object" (which is usually the previous hitobject chronologically).
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@ -148,7 +148,7 @@ namespace osu.Game.Rulesets.Edit
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public virtual float GetBeatSnapDistanceAt(HitObject referenceObject)
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{
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return (float)(100 * EditorBeatmap.Difficulty.SliderMultiplier * referenceObject.DifficultyControlPoint.SliderVelocity / BeatSnapProvider.BeatDivisor);
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return (float)(100 * EditorBeatmap.Difficulty.SliderMultiplier * 1 / BeatSnapProvider.BeatDivisor);
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}
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public virtual float DurationToDistance(HitObject referenceObject, double duration)
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