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The "Show Player #" menu options in the Columns menu toggles all inputs for that player in the input roll. The menu items always start as checked a well, which can lead to this behavior:
Player 2 has no inputs enabled, but "Show Player 2" is checked. Unchecking it causes all of player 2 inputs to become enabled. What it seems like the options should do is act as a kind of master on/off switch for those inputs, so regardless of which inputs for player 2 are enabled, if the master switch is flipped off, they don't get shown. However, it will simply flip all of the input states for player 2 instead.
The above issue could be resolved by changing:
TAStudio.MenuItems.cs
SetUpToolStripColumns(){// .....if(playerMenus[i].HasDropDownItems){varitem=new ToolStripMenuItem($"Show Player {i}"){CheckOnClick=true,Checked=true};// .....}
to
SetUpToolStripColumns(){// .....if(playerMenus[i].HasDropDownItems){varitem=new ToolStripMenuItem($"Show Player {i}"){CheckOnClick=true,Checked= playerMenus[i].DropDownItems.OfType<ToolStripMenuItem>().Any(mi => mi.Checked)};// .....}
This will stop the situation where a .tasproj with no input for a pad enabled will show "Show Player 2" as checked, thus acting in reverse. If there are some inputs enabled and some not, however, the toggle behavior remains.
The text was updated successfully, but these errors were encountered:
I'm using 2.4.2 and it still has this behavior, which I also find counter intuitive. I would expect they would only show if both "Show player 2" and the toggle for that input are both checked.
Affects latest master ba7fd37 .
The "Show Player #" menu options in the Columns menu toggles all inputs for that player in the input roll. The menu items always start as checked a well, which can lead to this behavior:
Player 2 has no inputs enabled, but "Show Player 2" is checked. Unchecking it causes all of player 2 inputs to become enabled. What it seems like the options should do is act as a kind of master on/off switch for those inputs, so regardless of which inputs for player 2 are enabled, if the master switch is flipped off, they don't get shown. However, it will simply flip all of the input states for player 2 instead.
The above issue could be resolved by changing:
TAStudio.MenuItems.cs
to
This will stop the situation where a .tasproj with no input for a pad enabled will show "Show Player 2" as checked, thus acting in reverse. If there are some inputs enabled and some not, however, the toggle behavior remains.
The text was updated successfully, but these errors were encountered: