From a690b0bae993f06edc45fabc6ea2b5153219cc1b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Fri, 21 Feb 2025 12:05:23 +0100 Subject: [PATCH] Adjust rounding tolerance in distance snap grid ring colour logic --- osu.Game/Screens/Edit/Compose/Components/DistanceSnapGrid.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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);