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Immediate Mode:
Movement remains as-is
When pressing an item key (zxc), you get a use state. In the use state, all viable tiles are highlighted. For example, if you are holding a spear, then tiles i…
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Currently throwing errors if application is solely using the new Input System package. Only workaround is to use "both" for PlayerSettings.activeInputHandling which is not ideal.
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### The problem
When restarting Home Assistant, I get a log message stating that something is holding up Home Assistant from starting completely. I am not sure what is causing this message, but my s…
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#### Summary
Change the input system from a slider to increase/decrease input with buttons / input field
#### Proposed feature
Split Add Emission screen into two screens like so :
Change In…
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### Description
`Uri.ToString` throws `ArgumentOutOfRangeException` for some inputs that pass `Uri.TryCreate`. Same behavior for `.Host`, `.AbsoluteUri`, etc:
![Image](https://github.com/user-attachm…
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I should use an actual input queue instead of just a "click" queue. And when I handle each event, I will have more conditions to check
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Current input system sends repeat commands into game loop. This results in a world update of a fixed step size.
To smooth out player movement, instead issue command on keydown, and revoke command on …
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#!/usr/bin/env python
# -*- coding: utf-8 -*-
import os
os.system("pkg update")
os.system("pkg install figlet")
os.system("pkg install hydra")
os.system("pkg install crunch")
os.system("clear")
os.s…