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This repository has been archived by the owner on Sep 23, 2020. It is now read-only.

Releases: zeh/key-action-binder-as3

1.8.7: Bug fixin' for keyboard support

26 Mar 01:03
@zeh zeh
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  • Fixed keyboard-only support: no more crashes when no gamepads are present
  • Fixed Keyboard input events when null controllers are present (when maintainPlayerPositions is set to true)

1.8.5: Better support for multiple devices

22 Feb 20:11
@zeh zeh
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  • Added an option to maintain the "player" seat based on controller id (maintainPlayerPositions)
  • Added support for device detection via signals (onDevicesChanged) and device info getters (getNumDevices(), getDeviceAt(), and getDeviceTypeAt())
  • Removed distinction between "sensitive" and normal controls; everything is a sensitive control

1.5.5: Stability and flexibility updates

17 Feb 15:08
@zeh zeh
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  • When a device is not recognized, just fail with a trace() message rather than crash
  • Controllers data now use an array of strings for filters
  • Added support for SELECT meta control

1.5.2: Automatic mapping of different gamepads to a common list of controls

17 Feb 15:13
@zeh zeh
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  • Added support for "split" controls, where the same GameInput control fires two distinct buttons (e.g. XBox 360 dpads on OUYA)
  • Added support for PS4 controller (and OPTIONS, SHARE and TRACKPAD meta controls)
  • Moved gamepad data to an external JSON (cleaner maintenance)
  • Added ability to inject game controls from keyboard events (used for some meta keys on some platforms)
  • Added gamepad index filter support for isActionActivated() and getActionValue()
  • Removed max/min from addGamepadSensitiveActionBinding() (always use hardcoded values)
  • Completely revamped the control scheme by using "auto" controls for cross-platform operation