Client Input System #2645
Replies: 6 comments 11 replies
-
So while being able to attach whatever we want to usercmds is nice, completely ripping out all the default |
Beta Was this translation helpful? Give feedback.
-
|
Beta Was this translation helpful? Give feedback.
-
I appreciate this change, having to interact with the camera was a nightmare when attempting to force the view angle. Huge reduction in headaches overall. THANKS CONNA!! |
Beta Was this translation helpful? Give feedback.
-
Is doing input processing in the Like how you do in Forsaken? https://github.com/Facepunch/sbox-forsaken/blob/add703b89b327991bb6ce89538752bd0a7dcf5c4/code/ui/chatbox/Chatbox.razor#L83 |
Beta Was this translation helpful? Give feedback.
-
Has there been any change in the decision of allowing games to have unique keybinds in some way? |
Beta Was this translation helpful? Give feedback.
-
For those who encounter it; The |
Beta Was this translation helpful? Give feedback.
Uh oh!
There was an error while loading. Please reload this page.
-
This is a breaking change for most gamemodes. If your gamemode just used the
Sandbox.Player
class, you may not need to do anything. But in most cases, you will need to update your gamemodes.What's changed?
InputBuilder
no longer exists. Instead, theInput
static class now contains everything you need to get raw input data such as analog look and move values and button states (down, pressed, released.)BuildInput( InputBuilder )
just becomesBuildInput()
[ClientInput]
attribute. All previous inputs have been re-implemented as an example into theSandbox.Player
class in the base addonAdvantages
Wiki Update
Please see the wiki page on Input System to see what has changed fully and how to use the new system.
Beta Was this translation helpful? Give feedback.
All reactions