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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.
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@ -496,10 +496,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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double offset = result.Time.Value - movementBlueprints.First().HitObject.StartTime;
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foreach (HitObject obj in Beatmap.SelectedHitObjects)
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{
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obj.StartTime += offset;
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Beatmap.Update(obj);
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}
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}
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return true;
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