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Adjust various pooling defaults to better handle more intense beatmaps
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@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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{
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InternalChildren = new Drawable[]
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{
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connectionPool = new DrawablePool<FollowPointConnection>(1, 200),
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connectionPool = new DrawablePool<FollowPointConnection>(10, 200),
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pointPool = new DrawablePool<FollowPoint>(50, 1000)
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};
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}
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@ -118,9 +118,9 @@ namespace osu.Game.Rulesets.Osu.UI
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{
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config?.BindWith(OsuRulesetSetting.PlayfieldBorderStyle, playfieldBorder.PlayfieldBorderStyle);
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RegisterPool<HitCircle, DrawableHitCircle>(10, 100);
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var osuBeatmap = (OsuBeatmap)beatmap;
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RegisterPool<HitCircle, DrawableHitCircle>(20, 100);
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var sliders = osuBeatmap.HitObjects.OfType<Slider>();
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@ -138,8 +138,8 @@ namespace osu.Game.Rulesets.Osu.UI
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}
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RegisterPool<Spinner, DrawableSpinner>(2, 20);
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RegisterPool<SpinnerTick, DrawableSpinnerTick>(10, 100);
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RegisterPool<SpinnerBonusTick, DrawableSpinnerBonusTick>(10, 100);
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RegisterPool<SpinnerTick, DrawableSpinnerTick>(10, 200);
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RegisterPool<SpinnerBonusTick, DrawableSpinnerBonusTick>(10, 200);
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}
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protected override HitObjectLifetimeEntry CreateLifetimeEntry(HitObject hitObject) => new OsuHitObjectLifetimeEntry(hitObject);
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@ -186,7 +186,7 @@ namespace osu.Game.Rulesets.Osu.UI
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private readonly Action<DrawableOsuJudgement> onLoaded;
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public DrawableJudgementPool(HitResult result, Action<DrawableOsuJudgement> onLoaded)
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: base(10)
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: base(20)
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{
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this.result = result;
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this.onLoaded = onLoaded;
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