diff --git a/osu.Game/Screens/Edit/Compose/Components/DistanceSnapGrid.cs b/osu.Game/Screens/Edit/Compose/Components/DistanceSnapGrid.cs index 88e28df8e3..8322c67def 100644 --- a/osu.Game/Screens/Edit/Compose/Components/DistanceSnapGrid.cs +++ b/osu.Game/Screens/Edit/Compose/Components/DistanceSnapGrid.cs @@ -159,7 +159,7 @@ namespace osu.Game.Screens.Edit.Compose.Components // in case 2, we want *flooring* to occur, to prevent a possible off-by-one // because of the rounding snapping forward by a chunk of time significantly too high to be considered a rounding error. // the tolerance margin chosen here is arbitrary and can be adjusted if more cases of this are found. - if (Precision.DefinitelyBigger(beatIndex, fractionalBeatIndex, 0.005)) + if (Precision.DefinitelyBigger(beatIndex, fractionalBeatIndex, 0.01)) beatIndex = (int)Math.Floor(fractionalBeatIndex); var colour = BindableBeatDivisor.GetColourFor(BindableBeatDivisor.GetDivisorForBeatIndex(beatIndex + placementIndex + 1, beatDivisor.Value), Colours);