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Refactor lazy path calculation in OsuDifficultyHitObject
processing
#30233
base: pp-dev
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I'm not convinced that this really matters, but there's no harm in it either as long as sheets show that SR/PP differences are negligible.
Tests will need adjustments. |
the whole sliders calculation looks way more intimidating than it should I don't sure this is necessary too |
!diffcalc |
oops, this has outdated diffcalc version |
!diffcalc |
Difficulty calculation failed: https://github.com/ppy/osu/actions/runs/11791198882 |
hm yea, this is definitely big changes, I will look into it |
movement
variable as well asmovementLength
variable, when only length was used. This was fixed..Length
method. It can be calculated in one line withVector2.Distance
, making it more readable.Vector2.Lerp
call.This can trigger some floating-point precision errors
EDIT: ye, that triggers some very small errors around 8E-5. Even tho I didn't noticed difference on Star Rating in game. Even on Kaede.