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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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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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#### 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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### Bug Description
Using a flow with either a Chat Input/Output or a Text Input/Output in the "Flow as a Tool" component, the flow is invoked with a parameter `chat_input` or `text_input`, so the pa…
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![изображение](https://github.com/user-attachments/assets/273ed41f-78d7-4a7b-95e0-0a91b2536fb0)
Keys often occupy most of the input string, and actually useful controls (per-player ones) always go …
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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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### Bug Description
When using the Flow as Tool component in LangFlow, it fails to correctly pass the input to the subflow. Despite configuring the input and output mappings, the input value does n…
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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…