1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-14 15:17:27 +08:00

Fix editor performance dropping over time when hit markers are enabled

There's probably a better solution but let's hotfix this for now.
This commit is contained in:
Dean Herbert 2024-06-26 00:49:56 +09:00
parent aadb104851
commit dc817b62cc
No known key found for this signature in database
3 changed files with 4 additions and 3 deletions

View File

@ -325,13 +325,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
internal void SuppressHitAnimations()
{
UpdateState(ArmedState.Idle);
UpdateState(ArmedState.Idle, true);
UpdateComboColour();
// This method is called every frame. If we need to, the following can likely be converted
// to code which doesn't use transforms at all.
// Matches stable (see https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameplayElements/HitObjects/Osu/HitCircleOsu.cs#L336-L338)
using (BeginAbsoluteSequence(StateUpdateTime - 5))
this.TransformBindableTo(AccentColour, Color4.White, Math.Max(0, HitStateUpdateTime - StateUpdateTime));

View File

@ -375,7 +375,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
internal void SuppressHitAnimations()
{
UpdateState(ArmedState.Idle);
UpdateState(ArmedState.Idle, true);
HeadCircle.SuppressHitAnimations();
TailCircle.SuppressHitAnimations();
}

View File

@ -132,7 +132,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
internal void SuppressHitAnimations()
{
UpdateState(ArmedState.Idle);
UpdateState(ArmedState.Idle, true);
UpdateComboColour();
using (BeginAbsoluteSequence(StateUpdateTime - 5))