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On Linux, launching the game with Steam but with Steam Input disabled causes the game to instantly crash #839
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Please test a project with the Steamworks extension and without Input to confirm the issue is with Input and not the Steamworks extension |
The project originally didn't use Input -- it used the native Game Maker commands, and it worked. Attached is a Linux In any case, if you'd like me to create a new project with the requirements you specified, let me know. |
Yes, please |
Closed - may not be input related after all, need to do some more troubleshooting |
* add game focus, deprecate window focus * Adds touchpad-type to virtual buttons * Virtual button touchpad now uses frame-to-frame delta * Fixes virtual button thumbsticks * Adds touchpad behaviour to virtual buttons * Adds some more test cases for virtual buttons * Adds reference points to virtual buttons * Tidies up virtual button behaviour handling * Pre-emptive fix for New Runtime compile issues * 6.2.0 beta * Update input.yyp * Update input_binding_set_safe.gml Included _profile_name in the input_binding_set call when no collisions are found so that the passed in profile is always properly enforced. * Adds 'player using' aliases `input_player_using_touch` `input_player_using_mouse` `input_player_using_keyboard` input_player_using_gamepad` * Update input_binding_swap.gml profile arg added to input_binding_set calls in input_binding_swap * Update input_game_has_focus.gml * Adds .ignore() option to combo definitions * Expands combo test case * Update Create_0.gml * Fixes issues with directional charge combo input * 6.2.1 Beta * Update input_player_using_touch.gml * Use `INPUT_MOBILE_MOUSE` * Adds `input_players_using_source` Closes #825 * Adds optional [firstPlayer] argument to input_players_using_source() * 6.2.2 Beta * Trackpad comment twiddle #827 clean up * Fix garbage output from gamepad mapping when disconnecting Per https://discord.com/channels/724320164371497020/725060331759730738/1172358890202087455 * Fixes cursor limit not following moving rooms * Adjust cursor limit boundary to work with rotated views (#832) * Simplify gamepad blacklist application * Correct Screenshot Keycode format * Correct type for Backbone One PlayStation gamepad on iOS * Play nice with `depth = -y` * Adding support for single axis DPAD's (#834) * Corrects function names to original intent, fixes issue with prev_x/y not being usable. (#838) * Correct Steam Input gamepad type fallback thanks @TailfeatherStudios closes #839 * Always build default gamepad mapping Closes #784 and #841 * Android gamepad axis calibration * Skip undefined internal mappings * Remove Pro JoyCon config * Mapping typo * Update data * Update version * Back out unmapped quirk * Momentary vbuttons (#846) * SystemGestureGate timeout for `INPUT_MOBILE_MOUSE` * Fix 2024.2 crash (#850) static and local variable name overlap causes a crash in 2024.2 and newer, apparently intended behavior * Remove direct setting to global struct from function call (#851) Fixes a crash on Beta when running YYC * Fix debug overlay defaults thanks @tabularelf * Tighten feature detection * Mapping cleanup * Remove old PlayStation touch path * Bump data * Formatting * retro-bit Saturn Pro support and data bump * Remove `INPUT_WINDOWS_TOUCH` * Support new native extended gamepad buttons * Merge into dev (#855) * Update README.md * Play nice with `depth = -y` * Revert "Play nice with `depth = -y`" This reverts commit be65d66. * Update README.md --------- Co-authored-by: Juju Adams <julian.adams@email.com> * Bump data * Clean up licenses * Update README.md * Adds `input_player_disconnect` * Add Steam Deck controller HID mapping * Syntax cleanup * Correct AZERTY locales, add missing key names thanks @adam-coster * Fixes button index offset in 2024.400 thanks @nuevocharrua * Add gamepad enumeration for Android * Tidy mappings, cache gamepad connection, improve axis calibration * Better window coord handling, bump data * ASS to AS * Update version * Correct Switch gamepad count * Fix default touch profiles being overridden * Increment version * Correct dynamic device count expansion * Add touch to default fallback profiles * Correct thumbstick mappings * Fix gamepad count on non-dynamic platforms * Prefer gamepad fallback profile on Steam Deck * Reduce gamepad connection calls * Correct iOS and tvOS gamepad count * Identify AYN Odin controller * Bump data * Remove legacy string split * Parse CSV with extended string functions * OperaGX fixes * Improve hotswap performance * Locale typo * Adds `INPUT_FLEXIBLE_VERB_IMPORT ` * Native deadzone set condition * Bump data and version --------- Co-authored-by: Juju Adams <julian.adams@email.com> Co-authored-by: ShaunJS <greyfox999@gmail.com> Co-authored-by: Juju Adams <contact@jujuadams.com> Co-authored-by: Joanna Ikier <40282725+Hmmmpf@users.noreply.github.com> Co-authored-by: Zane Rau <30787907+arzulo@users.noreply.github.com>
IDE: 2023.11.1.129
Input version 6.1.5 (also tried 6.2.1 beta)
I'm experiencing a bug where launching the game with Steamworks enabled but Steam Input disabled causes the program to instantly close. I can't even get a single frame, so I'm unsure of how to debug it. I can't even playtest because of a bug that renders the Steamworks APIs unreachable, and are therefore not loaded. With Steam disabled, the game works. Launching the game with Steam Input enabled also works.
Update: I've tried setting INPUT_ALLOW_STEAMWORKS to false, and that still didn't fix it. Also, this bug happens on the Steam Deck too.
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