Describe the bug
Gamepad axis input bound via DKS on a different layer then the main layer is recognized on the main layer if a ModTap function is present underneath the DKS function. It works as intended otherwise. I didn't tested Controller Buttons.
To Reproduce
Steps to reproduce the behaviour:
assign a ModTap function (tap: basic character / hold: L-Shift for example) on the main layer
assign a DKS function with controller axis input e.g. right joystick right for example on a different layer on the same key
open System / Game Controller Settings on Windows
select Wooting Controller and open Properties -> go to Test Tap
press the main layer key and you will see that the gamepad tester recognize the input from another layer
Desktop (please complete the following information):
Windows 11
Wootility and Firmware version
tested on
Wootility v4.7.2 / Firmware 2.9.1 and v2.10.0-alpha.8
v5.wootility.io / Firmware 2.9.1 and v2.10.0-alpha.8
Keyboard Type
Wooting 60 HE english UK layout
Ps: I want to create a "mouse layer" which for now works quite well with the help of joystick Gremlin. Take it as a feature request to implement mouse axis output on Wooting keyboards.
Describe the bug Gamepad axis input bound via DKS on a different layer then the main layer is recognized on the main layer if a ModTap function is present underneath the DKS function. It works as intended otherwise. I didn't tested Controller Buttons.
To Reproduce Steps to reproduce the behaviour:
Screenshots / Video Wooting ModTap / DKS bug
Desktop (please complete the following information):
Wootility and Firmware version tested on Wootility v4.7.2 / Firmware 2.9.1 and v2.10.0-alpha.8 v5.wootility.io / Firmware 2.9.1 and v2.10.0-alpha.8
Keyboard Type Wooting 60 HE english UK layout
Ps: I want to create a "mouse layer" which for now works quite well with the help of joystick Gremlin. Take it as a feature request to implement mouse axis output on Wooting keyboards.
happy fixing 1eyedW00Tleg