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Use StateUpdateTime
for transform clearing logic
`MainCirclePiece` specifies a state transform starting at `StateUpdateTime`, which is earlier than the previously-used `HitStateUpdateTime`. Change the transform clearing logic to use the former to ensure that exactly all animation transforms are cleared.
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@ -74,15 +74,15 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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{
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if (hitObject.HitObject == null) return;
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if (hitObject.HitObject == null) return;
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mainPieceContainer.CirclePiece.ApplyTransformsAt(hitObject.HitStateUpdateTime, true);
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mainPieceContainer.CirclePiece.ApplyTransformsAt(hitObject.StateUpdateTime, true);
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mainPieceContainer.CirclePiece.ClearTransformsAfter(hitObject.HitStateUpdateTime, true);
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mainPieceContainer.CirclePiece.ClearTransformsAfter(hitObject.StateUpdateTime, true);
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});
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});
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}
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}
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if (hitObject is DrawableSliderRepeat repeat)
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if (hitObject is DrawableSliderRepeat repeat)
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{
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{
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repeat.Arrow.ApplyTransformsAt(hitObject.HitStateUpdateTime, true);
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repeat.Arrow.ApplyTransformsAt(hitObject.StateUpdateTime, true);
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repeat.Arrow.ClearTransformsAfter(hitObject.HitStateUpdateTime, true);
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repeat.Arrow.ClearTransformsAfter(hitObject.StateUpdateTime, true);
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}
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}
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// adjust the visuals of top-level object types to make them stay on screen for longer than usual.
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// adjust the visuals of top-level object types to make them stay on screen for longer than usual.
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