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Fix various shortcomings in juice stream selection blueprint #28999
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- Use same hover state - Use shift-right click for quick delete rather than shift-left click
addAddVertexSteps(500, 180); | ||
addVertexCheckStep(3, 1, 500, 180); | ||
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addAddVertexSteps(90, 200); | ||
addVertexCheckStep(4, 1, times[0], positions[0]); | ||
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addAddVertexSteps(750, 180); | ||
addVertexCheckStep(5, 4, 750, 180); | ||
addAddVertexSteps(750, 200); | ||
addVertexCheckStep(5, 4, 750, 200); |
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If these test "fixes" appear arbitrary - that is because they are. They would fail after the rest of the changes, and as far as I can tell that is just a manifestation of #28915 that wasn't there before due to the lack of inline UpdateHitObjectFromPath()
calls. I would ask to look away from this for now while I attempt to figure out what is going on over there (it is not easy, 99% chance it is floating point hell).
double time = Math.Max(0, PositionToTime(relativePosition.Y)); | ||
int index = AddVertex(time, relativePosition.X); | ||
UpdateHitObjectFromPath(juiceStream); |
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Calls are required to actually make undo/redo work, because without this call, nothing in the actual beatmap changes, and changeHandler?.EndChange()
ends up being a no-op.
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Seems sensible.
I was looking at #28915 and attempting to see what was going on but the current UX of juice stream selection was tripping me up so I decided to fix first.