-
-
Notifications
You must be signed in to change notification settings - Fork 21.3k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Input accumulation is off by default but the documentation states it is on by default #55037
Comments
I'm pretty sure input accumulation is supposed to be enabled by default. I wonder if #42220 changed anything in this regard. Can you reproduce this in 3.3.4? |
I can reproduce it with the latest commit 4508878
Try to comment/uncomment the _ready() method to see the issue. |
See also #54066. |
I don't know if making it off-by-default was intentional. If so, maybe the documentation simply needs to be updated. What part of the documentation says that it's enabled by default? |
I think that disabling it was not intentional. I've checked the code and can't find a reason why I changed that to |
Yeah given that this was changed in 3.4, users are now used to the new default value, even if it wasn't intended. So I would keep it as is in 3.5, it's too late now to revert back (there might be bugs with input accumulation that we haven't caught during beta phase due to it being off by default). So documenting it should be enough indeed. We could consider turning it back on for 3.6 with some extensive testing. |
This was actually disabled by mistake in 3.4 causing a regression, but since this issue survived the whole 3.4.x series and it's now very close to 3.5, it's too late to change it again. We might consider it for 3.6 after some beta testing. Fixes godotengine#55037.
Given the amount of regression reports we got which ended up due to input accumulation being mistakenly turned off in 3.4, I've been thinking about turning it back on for 3.5, even if it's quite late to do so now as discussed above. Notably:
We'll have 3.5 RC 6 to try it out, which should have at least 10 days of testing as I'll be away on holiday :) |
Input accumulation was implemented and enabled by default in 3.1, and I don't recall major complaints around it (or bugs were fixed). In 3.4, godotengine#42220 added input buffering and apparently toggled input accumulation off by mistake. This led to multiple bug reports about degraded performance on Windows, or simply unexpected behavior change (see linked issues in godotengine#55037). Fixes godotengine#55037.
Fixed by #62826. |
This was actually disabled by mistake in 3.4 causing a regression, but since this issue survived the whole 3.4.x series and it's now very close to 3.5, it's too late to change it again. We might consider it for 3.6 after some beta testing. Fixes godotengine#55037. (cherry picked from commit 7de45b6)
This was actually disabled by mistake in 3.4 causing a regression, but since this issue survived the whole 3.4.x series and it's now very close to 3.5, it's too late to change it again. We might consider it for 3.6 after some beta testing. Fixes godotengine#55037.
Input accumulation was implemented and enabled by default in 3.1, and I don't recall major complaints around it (or bugs were fixed). In 3.4, godotengine#42220 added input buffering and apparently toggled input accumulation off by mistake. This led to multiple bug reports about degraded performance on Windows, or simply unexpected behavior change (see linked issues in godotengine#55037). Fixes godotengine#55037.
Godot version
da5c843
System information
OS: Arch Linux, CPU: Ryzen 5, GUP: RX 480
Issue description
The documentation states that input accumulation is enabled by default, but I'm pretty sure it isn't. I get many InputMouseMotion events every frame unless I explicitly call
Input.set_use_accumualted_input(true)
.Should we change the docs or the implementation?
Steps to reproduce
Create a scene with a node and attach a script. Add something like this:
You should see the same frame number show up multiple times.
The text was updated successfully, but these errors were encountered: