![]() ![]() Position Based (Deferred Zero Update): This modes works exactly the same as the mode above with one small difference.However, the pipboy map does not ignore this position update. This helps with movement controls as otherwise any movement in an application is not reset when the joystick is let go by the user, and FO4 menus ignore this position update. As soon as the center position is reached it is immediately send to the application in a position update. ![]() The idea is to ignore input events caused by the joystick snapping back to center position. The saved highest position is reset when the center position has been reached. All newer positions smaller can the last known position are ignored. Position Based: This modes assumes that the joystick can only move further away from the center position.Added "kalman filter" and "moving average" as motion compensation vel/acc compensation mode.Revamped input remapping and added a GUI.So beware, there may be world-ending bugs in there. Testing it myself would still take some weeks (maybe month) on my current time schedule, so I decided to release it as beta. However, due to limited time and engery there are still large portion of untested code. And the current input remapping configuration can be saved into profiles. Analog axis can be mapped to other axis, be inverted, x/y can be swapped, and deadzones can be configured. In short, long press/double press, key toggle and auto-fire are now supported, buttons can be remapped to other buttons (on other controllers) or keyboard keys. I just released a big update for Input Emulator that completely overhauls input remapping and allows to configure remapping via the dashboard overlay. ![]()
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