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@ -250,11 +250,12 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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// Since children are exceeding the component size, we need to use a custom quad to compute whether it should be masked away.
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// When component isn't masked away there's no need to apply custom logic.
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// If the component isn't considered masked away by itself, there's no need to apply custom logic.
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if (!base.ComputeIsMaskedAway(maskingBounds))
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return false;
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// If component is considered masked away we'll use children to create an extended quad.
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// If the component is considered masked away, we'll use children to create an extended quad that encapsulates all parts of this blueprint
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// to ensure it doesn't pop in and out of existence abruptly when scrolling the timeline.
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var rect = RectangleF.Union(ScreenSpaceDrawQuad.AABBFloat, circle.ScreenSpaceDrawQuad.AABBFloat);
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rect = RectangleF.Union(rect, samplePointPiece.ScreenSpaceDrawQuad.AABBFloat);
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