Freeze on Gamepad connect:
InputBtns would almost immediately receive a device's Axis inputs upon connect, but, because the device didn't exist during previous Singleton.calibrate() calls, this would result in a LOT of console errors relating to the input device's index not existing in Singleton.calibration, which would be accessed by Singleton.process_axis_input() calls of the InputBtns. To counteract this, Singleton.calibrate() will be run if a new device is detected, which should update Singleton.calibration before any inputs can be received by InputBtns.
Window size limits:
This one is a silly oversight of mine.
Originally, the Config UI was part of the main Window, instead of floating above in a seperate window. Because of this, the limit on Window size is way larger than it needs to be. It is now set to 250 (InputBtn width ×5). Also, the previous minimum height was 64 as anything lower causes issues with Godot. It is now set to 100, which makes the new minimum Window size neatly fit to the InputBtns.
Freeze on Gamepad connect:
InputBtn
s would almost immediately receive a device's Axis inputs upon connect, but, because the device didn't exist during previousSingleton.calibrate()
calls, this would result in a LOT of console errors relating to the input device's index not existing inSingleton.calibration
, which would be accessed bySingleton.process_axis_input()
calls of theInputBtn
s. To counteract this,Singleton.calibrate()
will be run if a new device is detected, which should updateSingleton.calibration
before any inputs can be received byInputBtn
s.Window size limits: This one is a silly oversight of mine. Originally, the Config UI was part of the main Window, instead of floating above in a seperate window. Because of this, the limit on Window size is way larger than it needs to be. It is now set to 250 (
InputBtn
width ×5). Also, the previous minimum height was 64 as anything lower causes issues with Godot. It is now set to 100, which makes the new minimum Window size neatly fit to theInputBtn
s.