When playing on the Linux build of the game, the input helper text that shows what keys to press and what their functions are will randomly and rapidly change order. They seem to stabilize when the game is not doing as much.
This is likely due to key sorting (using pointers to sort perhaps?)
Applies to demo build and current dev build.
When playing on the Linux build of the game, the input helper text that shows what keys to press and what their functions are will randomly and rapidly change order. They seem to stabilize when the game is not doing as much.
This is likely due to key sorting (using pointers to sort perhaps?)
Applies to demo build and current dev build.
sigonasr2
added this to the Chapter 2 Complete milestone 9 months ago
When playing on the Linux build of the game, the input helper text that shows what keys to press and what their functions are will randomly and rapidly change order. They seem to stabilize when the game is not doing as much.
This is likely due to key sorting (using pointers to sort perhaps?)
Applies to demo build and current dev build.
Indeed the InputGroup and InputEngageGroup classes use pointer sorts. Yuck.
Create well-defined sorting behaviors for these two classes to resolve this Issue.
> When playing on the Linux build of the game, the input helper text that shows what keys to press and what their functions are will randomly and rapidly change order. They seem to stabilize when the game is not doing as much.
>
> This is likely due to key sorting (using pointers to sort perhaps?)
>
> Applies to demo build and current dev build.
Indeed the `InputGroup` and `InputEngageGroup` classes use pointer sorts. Yuck.
http://sig.projectdivar.com/sigonasr2/AdventuresInLestoria/src/branch/master/Adventures%20in%20Lestoria/Key.cpp#L1146
http://sig.projectdivar.com/sigonasr2/AdventuresInLestoria/src/branch/master/Adventures%20in%20Lestoria/Key.cpp#L1150
Create well-defined sorting behaviors for these two classes to resolve this Issue.
The result is slightly ugly though... Consider refactoring Input Keybind helper system to maintain ordering of inserted keys...
Resolved in commit c83aff8962.
The result is slightly ugly though... Consider refactoring Input Keybind helper system to maintain ordering of inserted keys...
When playing on the Linux build of the game, the input helper text that shows what keys to press and what their functions are will randomly and rapidly change order. They seem to stabilize when the game is not doing as much.
This is likely due to key sorting (using pointers to sort perhaps?)
Applies to demo build and current dev build.
Indeed the
InputGroup
andInputEngageGroup
classes use pointer sorts. Yuck.http://sig.projectdivar.com/sigonasr2/AdventuresInLestoria/src/branch/master/Adventures%20in%20Lestoria/Key.cpp#L1146
http://sig.projectdivar.com/sigonasr2/AdventuresInLestoria/src/branch/master/Adventures%20in%20Lestoria/Key.cpp#L1150
Create well-defined sorting behaviors for these two classes to resolve this Issue.
Resolved in commit
c83aff8962
.The result is slightly ugly though... Consider refactoring Input Keybind helper system to maintain ordering of inserted keys...