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