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Fix editor performance dropping over time when hit markers are enabled
There's probably a better solution but let's hotfix this for now.
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@ -325,13 +325,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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internal void SuppressHitAnimations()
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{
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UpdateState(ArmedState.Idle);
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UpdateState(ArmedState.Idle, true);
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UpdateComboColour();
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// This method is called every frame. If we need to, the following can likely be converted
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// to code which doesn't use transforms at all.
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// Matches stable (see https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameplayElements/HitObjects/Osu/HitCircleOsu.cs#L336-L338)
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using (BeginAbsoluteSequence(StateUpdateTime - 5))
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this.TransformBindableTo(AccentColour, Color4.White, Math.Max(0, HitStateUpdateTime - StateUpdateTime));
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@ -375,7 +375,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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internal void SuppressHitAnimations()
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{
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UpdateState(ArmedState.Idle);
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UpdateState(ArmedState.Idle, true);
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HeadCircle.SuppressHitAnimations();
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TailCircle.SuppressHitAnimations();
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}
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@ -132,7 +132,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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internal void SuppressHitAnimations()
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{
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UpdateState(ArmedState.Idle);
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UpdateState(ArmedState.Idle, true);
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UpdateComboColour();
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using (BeginAbsoluteSequence(StateUpdateTime - 5))
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