Sam Sarette
Sam Sarette
We cleaned up the documentation, added poke and button rumble examples, added a "hand aware rumbler" helper
I think there's an argument to be made that the *rumbler* not the *rumble events definition* should be in charge of defining which hand (or both) gets rumbled. But this...
> I was able to [...] > The fix is to[...] Yup, just re-ran it myself and fixed that issue.
Rebased on top of the latest changes (and the gdlint update is now live)
I discussed this with @Malcolmnixon in person, but... I'm feeling like the Rumble Event resources shouldn't include the intended hand. We found that in practice, 90% of things want to...
> I discussed this with @Malcolmnixon in person, but... I'm feeling like the Rumble Event resources shouldn't include the intended hand. We found that in practice, 90% of things want...
Sorry I haven't made the meetings to try and push this feature's inclusion. Let me know if there's any issues needing attention. It's the last feature I feel is missing...
@Malcolmnixon we worked together to rebase and then un-break. @BastiaanOlij 1. Addressed via solution a. 2. unaddressed, but it makes sense to fix
Just having "Sticks Set Rotation" as a boolean works really well. I've tested putting function_teleport's line ~261 under an if block and it's a lot nicer for my particular game's...
Totally get that. There are valid cases to support both smooth movement and teleport simultaneously, so the teleport would want to halt smooth moves while actively pointing. The rotation part...