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Fix Input.is_action_just_pressed
flicker on joypad axes
#82056
Fix Input.is_action_just_pressed
flicker on joypad axes
#82056
Conversation
Input.is_action_just_pressed
jitter
With the exception of the comments, the changes are looking good. Only reviewed code, but didn't test it. |
Tested locally, this is how the MRP linked in #81170 (comment) behaves: master 42425basimplescreenrecorder-2023-10-12_20.08.24.mp4This PRsimplescreenrecorder-2023-10-12_20.06.29.mp4I still notice two issues:
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Once @Sauermann 's issues are resolved, I think this is good to go.
I've tested it with a few devices on my end and the axis "just_pressed" flag triggers appropriately only when entering the deadzone. Additionally, "just_released" works as expected as well.
I didn't observe any flickering inputs on my end compared to @Calinou 's observations. Having said that, I'm using mostly DS4, 8BitDo and Xbox Series X Controllers. The Series X controller on linux seems to register inputs twice still (looking into a solution to this still, if possible) but otherwise it seemed to behave akin to how master behaves.
Please remember to squash the commits while addressing the code review comments. See PR workflow for instructions. |
Pressed tick assignments were in the wrong scope, resulting in updating `pressed_frame` even when it shouldn't and therefore the `just_pressed` would return true every time that the strength changes and not only when there's a new valid press. Fixes godotengine#81975.
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I squashed the commits and addressed the review comments myself. |
Input.is_action_just_pressed
jitterInput.is_action_just_pressed
flicker on joypad axes
Thanks! And congrats for your first merged Godot contribution 🎉 |
Fixes #81975
Pressed tick assignments were in the wrong scope, ended up updating pressed_frame even when it shouldn't and therefore the just_press would return true every time that the strength changes and not only when there's a new press.