From 7edbba58f70d8d61ddfcb6e90d57db0424751f2e Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 27 Nov 2020 16:28:29 +0900 Subject: [PATCH] Avoid updating hitobjects unnecessarily for start time changes This was firing regardless of whether the start time was changed, such as where beat snap provided the same time the object already has. The case where a change actually occurs is already handled by EditorBeatmap (see `startTimeBindables`), so it turns out this local handling is not required at all. --- osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs | 3 --- 1 file changed, 3 deletions(-) diff --git a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs index def5f396f1..57f9a7f221 100644 --- a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs +++ b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs @@ -496,10 +496,7 @@ namespace osu.Game.Screens.Edit.Compose.Components double offset = result.Time.Value - movementBlueprints.First().HitObject.StartTime; foreach (HitObject obj in Beatmap.SelectedHitObjects) - { obj.StartTime += offset; - Beatmap.Update(obj); - } } return true;