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There were cases in the editor where rewinding of transforms would leave the `DrawableHitObject` in a non-`IsPresent` state, resulting in this scheduled logic never running. This would in turn cause ghost hitobjects, which disappear under certain circumstances. Reproduction: - Open editor to empty beatmap - Place single hitcircle at current point in time - Drag editor timeline backwards to seek before zero, and wait for return to zero - Select hitcircle in playfield - Drag hitcircle to right in timeline, triggering a start time change |
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ArmedState.cs | ||
DrawableHitObject.cs | ||
IScrollingHitObject.cs |