Hugo Locurcio

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> Alternatively, extending the godot core by replicating the features of those libraries natively is plausible. Note that this would be the preferred course of action, as Godot doesn't use...

> Sorry, I'm a bit of an outsider on this one. How does Godot handle mapping across different kinds of controllers? For example, PlayStation, Xbox, Logitech controllers all report buttons...

@RetrocadeMedia Please don't bump issues without contributing significant new information. Use the :+1: reaction button on the first post instead. As far as I know, nobody is currently working on...

> Can we revisit the SDL2 size issue? Is SDL's 1.3 MB that big a deal? If there is no way around linking the entirety of SDL2, then gyro support...

That reminds me, it should be possible to use Steam Input to provide gyro controls in Godot games as long as they're running through Steam. This can also be done...

We discussed this proposal in a meeting. We concluded that for now, it may be better to improve GDExtension to allow for plugging additional input systems. This way, a SDL2-based...

> How about adding support for Adaptive Triggers in PS5 Controller/DualSense, since it's also one of the modern input and feedack offered. Doesn't https://github.com/godotengine/godot-proposals/issues/1867 cover adaptive trigger support? As I...

We discussed this yesterday in the Godot proposal meeting. We acknowledge it's a desired feature and could be useful, but at the same time, we're wary about uses of the...

> It's been a year since this comment, did this get implemented? No, work hasn't started on this yet. > I find it weird to install a "Command Palette" plugin...

> So when will this be resolved? It's been two and a half years... There is no ETA for implementing proposals, as contributors work on a best-effort basis. In any...