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v1.31: Held keyboard presses don't persist on map change (after entering a slipgate) #695
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Hello @RavenMacDaddy the change was intentional, brought by :
Reverting that commit would bring back v1.30 behaviour. Now a Sipgate as in Hub / ExNx is really a map change, disguised as a simple teleporter. Normal teleporters works as usual, without affecting player movement of course. The goal of the commit was really to reset the player momentum when it enters a completely unknown area. I'm reluctant to revert this change, there are good reasons behind this I think. Maybe hiding the new behaviour behind yet another CVAR ? I would rather revert everything to the v1.30 way to keep things simple... |
I appreciate the explanation, whatever you decide is best. |
I agree on the ackwardness of being cut-off for the previous movement, I feel it too to be honest. The way I see things, if there are enough complaints about the new behaviour, reverting it for a v1.31.1 is very easy. Let's wait a bit collecting other bugs first. |
Right; I've made a descision, considering the pros and cons:
I think the latter point weigh more thant the first, and was the reason for the change. Let's put that in the 'wontfix' category. |
Describe the bug
If for example I hold W to keep moving forward after entering a slipgate, I will just stand still, cause held keys aren't persisted (i.e., don't register/get read) in this new version (1.30.1 vs 1.31) — which just feels awkward, and hopefully some weird regression or bug.
I've confirmed that the older, referenced version, doesn't exhibit this behaviour.
To Reproduce
Expected behaviour
For held keys to register on map change, e.g., W for moving forward
Desktop (please complete the following information):
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