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Fix timeline not visually ordering hitobjects in a stable way
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@ -71,7 +71,13 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// Put earlier blueprints towards the end of the list, so they handle input first
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int i = yObj.HitObject.StartTime.CompareTo(xObj.HitObject.StartTime);
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return i == 0 ? CompareReverseChildID(x, y) : i;
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if (i != 0) return i;
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// Fall back to end time if the start time is equal.
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i = yObj.HitObject.GetEndTime().CompareTo(xObj.HitObject.GetEndTime());
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return i == 0 ? CompareReverseChildID(y, x) : i;
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}
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}
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}
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@ -138,7 +138,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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Stack<HitObject> currentConcurrentObjects = new Stack<HitObject>();
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foreach (var b in SelectionBlueprints.OrderBy(b => b.HitObject.StartTime).ThenBy(b => b.HitObject.GetEndTime()))
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foreach (var b in SelectionBlueprints.Reverse())
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{
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// remove objects from the stack as long as their end time is in the past.
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while (currentConcurrentObjects.TryPeek(out HitObject hitObject))
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