Recent work on hold notes has focused on cases where the judgement was correct, but the note did not finish cleanly on screen.

Different game modes expect failed and completed holds to behave differently.

In Dance-style gameplay, a failed hold should continue moving through the receptor. The body and tail remain visible so the player can see the hold finish, even though it has already received an NG result.

Pump-style holds need different handling. Once a hold has completed successfully, it should not leave the head, tail or another small visual effect sitting at the receptor after the result has been decided.

We found that some render-side state could remain active after the hold judgement was final. The gameplay system knew whether the hold was OK or NG, but the visual path could still behave as though the hold remained in progress.

That responsibility has now been made clearer.

While a hold is still active, the renderer can continue anchoring and drawing it normally. Once the result is final, the visual behaviour follows that result.

A successful hold can finish and disappear correctly. A failed Dance-style hold can continue past the receptor so its failure remains visible.

Pump checkpoint holds needed an additional fix, these holds use checkpoint behaviour along their length. The final checkpoint at the tail could still trigger a flash after the hold had completed, leaving what looked like a tap or end-tip sprite at the receptor.

We now suppress that final tail flash without removing the valid checkpoint effects earlier in the hold. The same investigation also returned us to an older geometry issue between the hold cap and body.

There was a one-pixel overlap that was usually hidden by opaque noteskins. It became much easier to see with transparent or semi-transparent graphics, particularly with Reverse, MineHolds and longer mine objects.

The cap and body generation has been adjusted so the pieces meet cleanly without cropping the cap texture.

None of these changes affect scoring or judgement.

They make the visual result agree with the gameplay result that OutFox has already produced.

Completed holds should finish cleanly. Failed holds should remain visible where the game mode expects them to, and Pump holds should no longer leave small visual ghosts behind at the receptor.