godot/core/input
ErezShahaf ccb8ea613a
Fix Input.is_action_just_pressed flicker on joypad axes
Pressed tick assignments were in the wrong scope, resulting in updating
`pressed_frame` even when it shouldn't and therefore the `just_pressed`
would return true every time that the strength changes and not only when
there's a new valid press.

Fixes #81975.
2023-10-16 11:41:56 +02:00
..
default_controller_mappings.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
gamecontrollerdb.txt Sync controller mappings DB with SDL2 community repo 2023-09-24 15:51:12 +02:00
godotcontrollerdb.txt UWP: Remove platform port, needs to be redone from scratch for 4.x 2023-09-07 15:01:59 +02:00
input_builders.py UWP: Remove platform port, needs to be redone from scratch for 4.x 2023-09-07 15:01:59 +02:00
input_enums.h Fix mouse-button-mask on button release in unit test 2023-02-08 01:17:40 +01:00
input_event.cpp Make InputEventShortcut always pressed 2023-09-23 19:43:07 +02:00
input_event.h Make InputEventShortcut always pressed 2023-09-23 19:43:07 +02:00
input_map.cpp feat(gamepad): improve gamepad behavior with slider and popup_menu 2023-06-05 10:20:46 -04:00
input_map.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
input.cpp Fix Input.is_action_just_pressed flicker on joypad axes 2023-10-16 11:41:56 +02:00
input.h Prevent axis-based actions from getting stuck 2023-09-04 15:47:26 +02:00
SCsub SCons: List .gen.cpp sources explicitly to avoid globbing errors 2021-10-15 22:14:11 +02:00
shortcut.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
shortcut.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00