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- Using realtime (`DateTimeOffset.Now`) meant that values would be changing in the same frame, causing misfirings or incorrect displays - No debounce on sample playback meant that scheduling edge cases could potentially cause samples to be played more than once. |
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Playlist | ||
MatchStartControl.cs | ||
MultiplayerCountdownButton.cs | ||
MultiplayerMatchFooter.cs | ||
MultiplayerMatchSettingsOverlay.cs | ||
MultiplayerReadyButton.cs | ||
MultiplayerSpectateButton.cs |