- push the joystick/gamepad button
- if the wrong button is highlighted, click with the mouse on the correct button (on the gamepad gui)
- this will print the string to be inserted into the joystick-mapping.properties file
LegacyApplication. This is a breaking change for any class extending Application
directly.
And regardless, if you refer to Application then you will need to clean build
your app... and any of your dependencies that also refer to Application. Basically,
anything using an AppState will need to be clean built against the next alpha.
implementing objects will still be able to keep a regular public
clone() method that may do their own selective deep cloning. This
allows explicit demarcation between the normal 'user' facing clone()
and the two step cloning process used by Cloner.
Specifically, this will let Spatial continue to have a clone() method
that operates as it does today... with its new guts essentially calling
a properly configured Cloner.
However, this is not ideal, as this code will trigger a recompilation of the shader on each pass, in case there is more than 1 lighting pass.
Another way could be to multiply the indirect lighting contribution by the Ambient light color in the shader, and always perform the indirect lighting code (even without light probe).
As in the second pass ambient light is forced to 0, the indirect lighting contribution would be nullified. However we'd have to force ambient light to 0 if there are no light probe.
This would also have the nice side effect of having a way to dim or boost indirect lighting with the ambient light color.
same JVM. a) this makes a good example of self-hosted style
LAN multiplayer games, and b) it causes the serialization bug
to show up so I can fix it. (Already fixed it and that commit
will be next... it's almost like TDD.)