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When trying to re-snap a placed object when using Limit distance snap to current time and being earlier in the timeline than the object being snapped, will result in very weird snapping behaviour.
When the setting is off everything works as expected, object doesn't move in timeline and also stays locked in the same correct snapping distance.
I attempted to write a fix for this but it's so obscene I would not PR it in a million years. The structure is all wrong. Everything is overly abstracted. Fixing this requires giving the snap operation the actual objects it's snapping, and because the snapping is all abstracted to only be about position, you can't give the snap operation the actual context without slapping a bunch of generics all over. See branch at https://github.com/ppy/osu/compare/master...bdach:osu:this-sucks?expand=1.
Not sure I see any hope for a proper fix without just rewriting the entirety of grid snapping everywhere. @peppy thoughts? any advice?
I agree with a rewrite. It sounds like a large task but I'm pretty sure as with most stuff we've over-engineered, the rewrite will be fast and simpler than any other path forward.
Even as a starting point, it will feel more productive than trying to fix what we have.
Type
Game behaviour
Bug description
When trying to re-snap a placed object when using
Limit distance snap to current time
and being earlier in the timeline than the object being snapped, will result in very weird snapping behaviour.When the setting is off everything works as expected, object doesn't move in timeline and also stays locked in the same correct snapping distance.
Screenshots or videos
2025-01-18.09-58-24.mp4
Version
v2025.101.0
Logs
compressed-logs.zip
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