[Trunk] Joystick yaw deadzone issue
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[Trunk] Joystick yaw deadzone issue
Checking out the joystick axis setups today. I paused the game, set the Yaw deadzone to 0.1 (my stick is really jittery in that axis) and it was fine. I had a little bit of unwanted roll so I paused again to bump that up slightly, and I noticed that the Yaw deadzone reading was back to 0.06. I unpaused to see if the value had indeed reset itself, but the adjustment I had made before still seemed to be in effect. Perhaps it is taking whatever the current setting is and calling that "0.06"...?
Re: [Trunk] Joystick yaw deadzone issue
Good spot - thanks.
For the devs: There's all kinds of weird behaviour when you take the deadzone up to max - turns out I'd allowed the deadzone to extend beyond STICK_MAX_DEADZONE, which was causing memory errors when it was trying to draw the bars. This is fixed in the joystick_configurator branch on git.
For the devs: There's all kinds of weird behaviour when you take the deadzone up to max - turns out I'd allowed the deadzone to extend beyond STICK_MAX_DEADZONE, which was causing memory errors when it was trying to draw the bars. This is fixed in the joystick_configurator branch on git.
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Re: [Trunk] Joystick yaw deadzone issue
Shall we go ahead and bring the fixes into master? Since the bulk of the joystick configurator feature is already in, I think it makes sense to do that so that these fixes are included in upcoming nightlies.
Re: [Trunk] Joystick yaw deadzone issue
Sure - it's good to go, I'm just a bit nervous about touching master, being the new guy
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Re: [Trunk] Joystick yaw deadzone issue
Having been assimilated into the Admiralty, be prepared for long lunches and pink gins.kanthoney wrote:...being the new guy
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: [Trunk] Joystick yaw deadzone issue
I've pushed this fix to master, so it should be there in the next build, assuming I haven't stuffed everything up too badly.