diff --git a/osu.Game/Rulesets/Timing/DrawableTimingSection.cs b/osu.Game/Rulesets/Timing/DrawableTimingSection.cs index 846df34e25..d58e0ae8cd 100644 --- a/osu.Game/Rulesets/Timing/DrawableTimingSection.cs +++ b/osu.Game/Rulesets/Timing/DrawableTimingSection.cs @@ -96,6 +96,7 @@ namespace osu.Game.Rulesets.Timing // This ends up being the total duration of our children, however for now this is a more sure-fire way to calculate this // than the above due to some undesired masking optimisations causing some hit objects to be culled... // Todo: When this is investigated more we should use the above method as it is a little more exact + // Todo: This is not working correctly in the case that hit objects are absolutely-sized - needs a proper looking into in osu!framework float width = Children.Select(child => child.X + child.Width).Max() - RelativeChildOffset.X; float height = Children.Select(child => child.Y + child.Height).Max() - RelativeChildOffset.Y;