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Fix break generation not accounting for concurrent hitobjects correctly #28630
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The check is supposed to remove manually-adjusted breaks which are placed after all objects so that they don't hang around.
In theory yes, in practice it probably doesn't matter because of two circumstances:
Due to the above I'm pretty sure it's not possible to manufacture a test case that exercises this. I'll add one for posterity at least but yeah. |
Due to other circumstances this has no real effect, but may as well.
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can't seem to find a way to break it further so probably fine until it's not
Closes #28622.