Closed SkyJumper409x closed 4 months ago
Going into a different input viewer which supports all kinds of gamepads reveals that there are two different inputs being received upon pressing the strumbar down or up.
..which also happens on the dpad for some reason
My guess is the program is receiving the strum input as both an axis and a button. Try using the 0.0.3 version, which doesn't have axis support.
My guess is the program is receiving the strum input as both an axis and a button. Try using the 0.0.3 version, which doesn't have axis support.
ah, i forgot to post my findings here. no, that is not the case, albeit it being the first thing i thought of, too. there are appeaently just two button indexes that get fired (i placed a bunch of print() methods to find out), and the check for a gamepad button being pressed just gets fired twice. the axis code is unrelated. i do not know what that second button index is in godot. most websites i find display 13 & 20 for downstrum but godot seems to be indexing the buttons differently. the annoying part is i cannot map the second button index in the project settings to find out, because the first button index has priority for some reason.
i am working on a fix for this, but it will not work if the fps are uncapped.
...ignore that, i figured it out. will open pr once i removed all the debug junk i used
i recorded short videos of me performing the bug: First Video Second Video
I am not sure if this is related to Linux, but i doubt that since clone hero and yarg are working just fine. it also isnt a hardware issue, i tested for that. It might be related to LPs specifically but i am not sure. This does not negatively impact the usage of the program significantly, it is just kinda annoying because the inputs per second are doubled too.
I use arch linux with sddm and kde plasma, my controller is connected to my pc with a second-hand microsoft wireless adapter. I recentlty soldered new strumswitches but didnt use the program prior to that.