#LethalCompany InputUtils

1954 messages · Page 2 of 2 (latest)

twin cargo
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Yeah, need to look into how to properly do scroll wheel rebinding

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because the base game rebind UI just straight up disabled rebinding the scroll wheel

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when I re-enabled it

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I encountered the same problem

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so I'll have to dig into Unity's docs to see what I can do about it

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on a side note

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Looked into it

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Excluding Scroll/Y allows for Up and Down to be uses However

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it can only be used with InputActions with a type of Axis

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it won't work with Button types

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at the very least I can allow rebinding axis types for the next release

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but I'm going to have to look into a solution for Button types

twin cargo
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Figured out a solution

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Make a layout override for the mouse device

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add two synthetic buttons, scroll up, scroll down

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have them copy their state from scroll/up and scroll/down respectively

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define them as buttons

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register the layout override

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and it just works™️

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probably going to add some glyphs for mouse buttons and push it out

twin cargo
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TLDR: I have a solution to fix scroll wheel binds for all InputActions, update soon-ish

stone oasis
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thank you!

twin cargo
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best feature of this update though right?

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I can finally invert the item scroll direction

twin cargo
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just pushed 0.6.0 give it a few minutes to show up on the thunderstore

daring gyro
twin cargo
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could've sworn I nipped this one already

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i'll take a look

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ah I see where the problem is

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one sec

twin cargo
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easy fix though

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I'll have a PR open for you to test with here in a minute

twin cargo
twin cargo
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awesome

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sorry about that, I thought I fixed it already, but forgot to do the same to the builder

daring gyro
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Another question, is there a way to make a keybind to not execute if say shift is held while it is pressed?

twin cargo
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hmmm`

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seems like there isn't a InputSystem specific way to do so

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I'd try checking the state of shift in the callback for your Action

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and returning if shift is pressed

daring gyro
twin cargo
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np

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0.6.1 should be out in a few minutes, just pushed the tag

daring gyro
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@twin cargo Is ther a way to disable rebinding for either controller or keyboard on a specific input?

twin cargo
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wait

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disable binding to it in general

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or

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disable rebinding it

daring gyro
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I have an input i want for controller only. But the settings page allows people to bind a keyboard input which i dont want

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sorry if its a bad explination

twin cargo
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you're using the runtime/builder api right?

daring gyro
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yes

twin cargo
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it should just work if you omit either kbm or gamepad paths when adding it

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if not, then I messed something up

daring gyro
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it does, however i dont want people being able to bind it to something else in game

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like how some of the default inputs for the base game have a red X on controller inputs in the settings

twin cargo
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welp, I definitely broke something then

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because it's supposed to do exactly that

daring gyro
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Oh, well before you fix it i would like to add that i use the feature of leaving a keybind empty and letting someone rebind it.

Unless im mis understanding, sorry

twin cargo
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no, that's fine

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specifically, if you call the "WithKbmPath" or the gamepad equivelent

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it sets that device to support rebinding in game

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omitting that call entirely is supposed to set it as unsupported

daring gyro
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i havent tried that yet

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silly me

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i will try it and let you know, thanks for th einfo

twin cargo
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it was a feature I added as part of a bugfix

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I really need to add that info to the readme

twin cargo
daring gyro
daring gyro
# twin cargo no worries, take your time

I decided to give up on the things holding me up.

builder.NewActionBinding() .WithActionId("EmoteWheelController") .WithActionType(InputActionType.Value) .WithGamepadPath(Settings.emoteWheelMoveInput.controller) .WithBindingName("Emote Wheel CONTROLLER ONLY") .Finish();

Seems to be an issue with removing WithKbmPath

twin cargo
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right

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absolutely broke something

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think I know what it was

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sorry, but it's probably going to have to wait

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please understand

daring gyro
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All good, i wont be finishing these changes until next week anyway :P

dense crane
ocean compass
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so rune

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just finish LaD tonight

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and fix it tomorrow before P3 comes out

proven dirge
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nerds

twin cargo
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just pushed out 0.6.2 to fix the issue

daring gyro
twin cargo
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thinking of making a change to the BindingOverrides schema

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adding groups to the schema

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and setting up device specific groups

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so I can determine device specific binds without needing to care about it's index in the bindings array

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helps me clean up a good bit of smelly code

twin cargo
daring gyro
twin cargo
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no update required

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it's only changes on schema/backend side of things

twin cargo
twin cargo
twin cargo
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Well, I think I found a reliable way to list supported keys/inputs from a specific device

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that explains why the keyboard device doesn't support f13-f24 😔

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might be able to fix that tbh

idle grove
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@twin cargo Since I've recently been having people tell me my keybind display names aren't updating, maybe I could ask you what the correct way to get the name of a keybind, whether on keyboard or controller, and have it show up correctly even if they change it in the menu? Ty in advance!

Also, for reference, this is apparently the code I ended up with, but not even sure it works 100% of the time. And I also don't remember how I came up with this code, or if I should use path, or override path, or something completely different. Any advice would be helpful! I really don't know the new unity input system that well.

int bindingIndex = usingController ? 1 : 0;
string displayName = inputAction.bindings[bindingIndex].path;
if (displayName == "")
    displayName = inputAction.bindings[bindingIndex].overridePath;

(not shown here, but it would then convert that string to a readable format)

twin cargo
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you should use effectivePath

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that's the path with the overrides applied to it

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@idle grove

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.path is the default path you set when creating the input action

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.overridePath is the override (only if set)

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.effectivePath is .path with .overridePath overlayed on top of it

idle grove
reef pawn
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I'm late to the thread, but have "keybinds not being shared with a profile code" been discussed? Is it on individual mods end or InputUtils?

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A bit annoying for everyone who's using my profile to have their keybinds replaced by mine every time I update the profile.

twin cargo
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I'll look into possible solutions

reef pawn
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I think [redacted] did something about it at some point. It's either about not using format that is shared (like cfg or json) or storing there somewhere away from regular config folder. Not exactly sure.

twin cargo
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One idea I've got is to detect if it's loaded from a modpack and to setup a persistent folder in the modpack to store controls at

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If the persistent control doesn't exist yet, load it from the profile

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Otherwise load the persistent comtrol

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Might have to tweak that behavior a bit, but I think it works fine in my head

errant plank
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I've just been adding the keybind overrides to the config folder. Would be nice to have a solution. But for now this works.

twin cargo
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Thinking something along the lines of being able to save your controls as a preset

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That gets saved outside of the modpacks/profiles

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And being able to load presets from the controls screen

reef pawn
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That would still require everyone to reapply their preset every profile update, which is not much different from having to reapply the binds tbh.

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Maybe I don't understand something, but it still feel like the best solution is to just store InputUtils keybinds somewhere or in a way that makes them not sharable with profile code/file. Most mods that use IU already have key defaults in their configs.

twin cargo
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Hmmm

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Good point

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Sorry, I haven't played LC in months, so my perception of what would be a good idea isn't great atm

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Appreciate the feedback though

reef pawn
twin cargo
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So, from what I understand, IU needs to store overridden controls in a persistent location, in which it doesn't get shared with modpacks.

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This introduces a change in default behavior though

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In which modpack creators can't easily ship default binds

reef pawn
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Modpacks have more control than simple profile sharing anyway. Maybe you can still keep current behaviour of reading JSONs from default folder but no longer create them there automatically.

twin cargo
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I was thinking maybe something along the lines of

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You have your global/persistent controls

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And modpacks can ship default binds

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And per modpack you can configure which one you want to use

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The global controls

reef pawn
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Sure.

twin cargo
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Or the modpack controls

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And this option is stored in the same persistent location

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So it won't get overridden by modpack updates

reef pawn
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I think we understand each other, and you know better how to implement it. I'll just reiterate the end goal in a simpler terms. Just in case.

If a user has set up their own binds, they should always take precedent no matter the profile/modpack update. Binds that they did not should be defaults, or otherwise overwritten by profile/modpack ones.

Defaults < Profile/Modpack < User

twin cargo
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that will be the default behavior, yes

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this will be configurable of course

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specifically the order

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they will have the option to choose these orders:

  1. Defaults < Profile/Modpack < User (Default)
  2. Defaults < User < Profile/Modpack
  3. Defaults < User
  4. Defaults < Profile/Modpack
reef pawn
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I'll leave you to it then. Thanks in advance!

twin cargo
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took more than I was expecting to implement a global/local swapping system

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but

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@reef pawn

dense crane
# twin cargo

Should prob add a hover tooltip describing the option if you haven't already

reef pawn
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Huh, you went further than expected with this.

twin cargo
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hmmm

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I might need to implement some form of Locale loading

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there are quite a few bits of important text in InputUtils now

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but they are all hardcoded and only English

dense crane
twin cargo
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There we go, I've now set up a very basic Locale system

twin cargo
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think I'm basically ready to ship this

twin cargo
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Started the release for 0.7.0

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should be out in a few

real canyon
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@twin cargo a request if it can be done, could a custom option to invert only hotbar scrolling be added? Cus the vanilla implementation also inverts scrolling for the terminal

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If not then it's fine, just don't really see a reason why this couldn't be included in input utils

twin cargo
real canyon
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Yeah, when you invert the scrolling in vanilla it also messes with the Terminal scrolling

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Lol

twin cargo
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💀

real canyon
twin cargo
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does that mod invert the terminal too?

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or does it only apply to the hotbar?

real canyon
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It only applies to the hotbar

twin cargo
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I see

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hmmm

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think the ideal solution would be an option that, when enabled, would force the terminal to scroll with the scroll wheel regardless of the hotbar binds

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gonna have to think on it more

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I'd rather avoid altering vanilla behavior if I can

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as I don't want to cause any mod incompatabilities by doing so

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having it as an option does make it easier to consider

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as if it causes an issue they could simply disable it

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but I'm going to have to think on it more

queen wolf
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Hmm, I have an issue with my keybinds not saving properly. After a fresh install and config of the mod, I tried to change the custom emotes play random emote and join emote buttons. It asks me to confirm changes but then when I get back in game it hasn't changed. And when I check the settings again they are back to default

twin cargo
queen wolf
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I changed only global apparently, and that wasn't saving

twin cargo
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can you send me your logs

queen wolf
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Not easily, I'm on steam deck lol. I can try though maybe

twin cargo
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it's more than likely an oversight when running through proton

queen wolf
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LogOutput.log?

twin cargo
queen wolf
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I'll see if my friends can reproduce the issue in windows

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I'm getting an upload failed, oof

twin cargo
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i'm looking into this more now

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can you give me some reproduction steps

queen wolf
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What I did was join a lobby
Realized my emote keybinds were wrong after the new r2 code
I changed only the global keybinds apparently since I didn't realize the difference
Clicked back and then confirm changes
When I hit resume, the settings hadn't changed, so I checked the settings and it was default again

I'll see if I can reproduce it

twin cargo
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I was able to reproduce it on windows

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I have no clue how I missed this

queen wolf
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I think it worked with the base game keybinds, but not the emote ones?

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Because I had to change my dpad

twin cargo
queen wolf
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Does the global/local thing work with them?

twin cargo
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it does not

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right

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you're on a steamdeck

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woops

queen wolf
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I'm normally on my windows computer, just visiting parents so playing on my steam deck lol

queen wolf
twin cargo
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Something I messed up

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should have a fix soonish

twin cargo
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almost got it

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sorry for the wait

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Got it

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issue seems to be fixed

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will have the patch out in a few minutes

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just making sure I didn't introduce any other new issues

reef pawn
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Thanks for adding this!

twin cargo
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Just pushed hotfix 0.7.1

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should be up in a few minutes

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@queen wolf sorry for the wait

queen wolf
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No problem

misty notch
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does anyone know what i need to put for Scrolling up or down?

twin cargo
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<Mouse>/scroll/up
<Mouse>/scroll/down

misty notch
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🙇 thank you

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also does anyone know where the global inputs are stored?

twin cargo
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out of curiosity are you manually changing the controls from the file itself?

misty notch
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yeahh because when i try to change the input ingame by scrolling up or down it doesnt do anything

twin cargo
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that's odd

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do you have a modpack code for me to test with

misty notch
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alright i guess changing the input to scrolling wasnt the brightest idea.. totally forgot it'd just change to another item slot. 😂
i just wanted to make color changing from BetterSprayPaint feel more intuitive. so i thought it'd be nice if i could use the scroll wheel to do that.

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is the mod supposed to detect scroll up and down input? i am just using v0.7.1 for the mod.
if u really want to check it out i guess here's my modpack code: 018e42a6-eb4f-09c2-ddc7-887cfc84dd2c
its a WIP modpack and has VR (currently disabled via config) so it'll run as flatscreen

twin cargo
twin cargo
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scroll wheel seems to work for me

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what mouse do you have?

misty notch
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logitech g502

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o dang even ur side way scroll works too

reef pawn
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I think some other mod might mess with it.

twin cargo
reef pawn
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Ah.

twin cargo
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really odd

misty notch
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probably a mouse thing

twin cargo
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if you find out more info on what's causing it let me know

misty notch
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will do

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okay if i get rid of item scrolling inputs.. scrolling totally works for changing spray paint color.
but im definitely not gonna get rid of item scrolling lol. so i guess ill just keep the spray paint inputs like it was before.

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kinda glad i made that profile code before i screwed with the item switch inputs lol

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when i try to reset it, it changes to "1DAxis"

misty notch
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yeah no clue lol

reef pawn
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I had something funky like that myself I think.

misty notch
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i think i just need to nuke inpututils config and start fresh 😔

twin cargo
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what OS are you on?

misty notch
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windows 10

twin cargo
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this is very odd

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Can you validate your files in steam?

misty notch
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"all 640 files successfully validated"

twin cargo
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does a fresh profile with only InputUtils have this issue?

misty notch
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just tried it. same result.

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give me a second. im going to nuke the global and local config.

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you've got to be kidding me

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🥹

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its still borked

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fresh profile, fresh input util global/local configs

reef pawn
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By the way Rune, I had instance of people getting my binds for vanilla actions after they imported my profile.

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Is that "fixed" by this update?

misty notch
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i think my pc is doing some tomfoolery

twin cargo
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I don't touch vanilla binds

reef pawn
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I bet. I was surprised myself.

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It was a while ago though.

dense crane
reef pawn
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I'll report back next time I play if it happens.

misty notch
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yeahhh... ur right.

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dont touch vanilla binds.

twin cargo
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I don't

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I do read them in order to display them in UI

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but I don't modify them in any way outside of the Rebinding part

misty notch
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it seemed like changing it and resetting it was the start of all my issues.

twin cargo
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honestly

misty notch
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i just went into vanilla game and 'set as default' for the binds and now everything is fixed

misty notch
# misty notch

it was really weird and kicking up some errors and when i tried to reset the controller input on the right the game would crash

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if ur interested in seeing

reef pawn
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Why is it under a spoiler?

misty notch
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this was on the profile with only inpututils

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idk.. i just did it 🤷‍♂️

twin cargo
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that crash is coming from the Locale system I added in 0.7.0

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this line: C:\Users\xxx\AppData\Roaming\Thunderstore Mod Manager\DataFolder\LethalCompany\profiles\test\BepInEx\plugins\Rune580-LethalCompany_InputUtils\LethalCompanyInputUtils\Locale\en_US.json

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can you check to make sure that the file exists?

misty notch
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that prob happened when i nuked the configs

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but i already deleted the profile and got things working again now

twin cargo
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it should be next to where input utils is installed at

misty notch
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it was, but i removed it when i nuked configs. i assumed it wouldve just generated it again.

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but seems like u only get it upon install

twin cargo
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the locale isn't generated.

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it contains translatable strings

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for in the future translations can be done

misty notch
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just to clear things up, the issues happened before i removed it.

twin cargo
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and the user can choose their preferred language

twin cargo
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does scroll wheel work now?

misty notch
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yeah i went into vanilla game and set as default and it fixed it

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im definitely not gonna touch the vanilla inputs in the future 😅

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i only did it in the first place to test something

twin cargo
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well vanilla inputs are fine to touch

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in-game specifically

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I've been doing it all the time

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when I said "I don't touch vanilla binds"

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I meant I don't touch them in code

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InputUtils doesn't modify them outside of handling the rebinding

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that's why this issue is so bizarre to me

misty notch
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we'll just say im an anomaly until it randomly pops up for someone else

twin cargo
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could you test rebinding the vanilla binds with scroll wheel for me

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specifically using InputUtils?

misty notch
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huh the video is not loading?

twin cargo
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discords having a moment

misty notch
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do i try uploading again

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ok now its showing

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cmon its only a 4mb video discord 🤨

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so interesting observation

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"Item Switch Left", "Item Switch Right" does detect me scrolling up and down

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but the other options dont

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you'll see for the other options it will actually scroll the page instead

misty notch
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so how i initially broke things was deleting the input for item switch. just blank. from there things started to break.

misty notch
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made another inpututils only profile and was doing this in there

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maybe i try another mouse

misty notch
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what kinda mouse u got?

twin cargo
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Tested with both a Razer Basilisk V3 Pro and a Logitech G502 Hero

misty notch
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tried a new mouse

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logitech mx master 3s

twin cargo
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I wonder if it's possibly driver related

misty notch
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maybe

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i see in ur video ur able to apply to any action such as sprint and crouch

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but for me i was unable to.. only certain actions would detect scroll input

twin cargo
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with InputUtils at least

misty notch
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at the end of my video i scroll from top to bottom. any action that couldnt detect scroll was set to 'T' and the ones that could have scroll on them.

sullen yacht
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I have no idea what mod conflict is causing this in combination with InputUtils because neither do it on their own. It causes motion sway when rotating, are there any known incompatibilities? I tried disabling the ones I thought could cause it but no luck so far

twin cargo
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motion sway?

sullen yacht
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Ah don't worry, it's a me problem, I found the mod and realised I must've failed my testing because it's part of LethalSanity

twin cargo
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alright, glad you figured it out

twin cargo
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finally getting around to uploading input utils to nuget.org

twin cargo
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done

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as of now, and starting with version 0.7.1, you can now use nuget.org for pulling input utils

<ItemGroup>
  <!-- Make sure the 'Version="..."' is set to the latest version -->
  <PackageReference Include="Rune580.Mods.LethalCompany.InputUtils" Version="0.7.1" />
</ItemGroup>
twin cargo
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pushing out a minor update 0.7.2 that adds integration with LobbyCompatibility and LethalConfig

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they are soft dependencies

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no changes were done on the api or the behavior of InputUtils

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it's only for general users

rocky cipher
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As a pack maker for my friends, is there any way to force InputUtils to use Local mode by default instead of Global? I'm trying to set up specific hotkeys for my friends as I know they won't go through the effort to fix conflicting hotkeys otherwise; this was all well and dandy before Global keybinds were added, but now I have no control over this whatsoever.

twin cargo
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It was determined after discussions that this was probably the best behavior we can ship by default with the addition of Global keybinds

rocky cipher
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If I’m understanding correctly wouldn’t there implicitly be a conflict in favor of global at all times? Or is that only factored once the key is set manually at least once in Global mode?

twin cargo
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Keybinds priority can be hard to explain due to the nature of how it works within Unity

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Priority works like this

  1. Global (but only if they changed it to be different from the default)
  2. Local (but only if they changed it to be different from the default)
  3. Default keybinds
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If they didn't change the keybinds in the Global config

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Local takes priority

rocky cipher
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Alright, thank you for explaining

twin cargo
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The "Global/Local" button only changes what keybinds your changing/viewing, not what you're using

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It exists to make it easier to change keybinds locally to each modpack without having to open the control files and manually edit them

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But it is a bit confusing

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So I probably need to do a second pass and see what I can do improve that

twin cargo
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I tried my best to explain how it worked in the in-game UI

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but it's a bit of a complicated feature

twin cargo
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@rocky cipher was that what you wanted? or would you want me to look into a better solution for you?

rocky cipher
twin cargo
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Alright, sorry if the update felt antagonistic to modpack creators, it was never my intention for it to be difficult to understand. I'll update the README whenever I can to try and make it more clear how the Global/Local stuff works

rocky cipher
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ah you saw that lol

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It's all good, I was just kind of frustrated for other reasons at the time

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The lack of clear documentation on how the feature works was not really helping but if you're going to update that then all should be well

twin cargo
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yeah, I suck at writing good docs

maiden pier
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Something to worry about? HyperSweating

twin cargo
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What?

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Huh

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That's not supposed to happen

maiden pier
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Yeah, I know.

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Think it's just a machine issue?

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Because the bindings seem to be working just fine.

twin cargo
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Interesting

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This is the second time I've seen a device not have the keyboard device registered in unity

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I guess this means it isn't something I'm allowed to ignore anymore

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Would you mind helping me figure out why this is happening later

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I can't reproduce the issue on any of my machines

maiden pier
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Sure, whatever you need.

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It seems to appear recently as I don't remember seeing these when messing with LGU.

twin cargo
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LGU?

maiden pier
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Lategame Upgrades.

twin cargo
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Ah

twin cargo
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InputUtils has a debug tool I call "LayoutExporter"

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which loads specified Devices and their layouts

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and exports it as a json file

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and when InputUtils is loading in isolation

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it loads the devices after unity starts

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but when you have mods that depend on input utils

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input utils tries to load the devices too early

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this doesn't cause any real issues, because it's only for debugging device layouts

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but I fixed it

maiden pier
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Glad it was harmless error then.

twin cargo
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me too

round hawk
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Is there a way to set key combinations?

twin cargo
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not yet

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there's some difficulties with implementing it as unity doesn't really provide an easy way to rebind them

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I have some ideas on how I can make it happen though, I'm a bit busy though

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soon-ish

round hawk
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I'm trying something right now

round hawk
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I figured it out

daring gyro
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Just wanted to double check that having v0.7.1 in nuget wont have any known issues if the user installs v0.7.4 of the mod?

Cant seem to find any nuget version >0.7.1

twin cargo
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as a 2nd off

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all versions seem to be publicly listed

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unless, you meant the github packages

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in which case

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I ended up changing the name of the package

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for future convenience

daring gyro
# twin cargo

I see, i am still on the github packages version, didnt realise there was a new package

twin cargo
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I should've just uploaded them to nuget from the beginning

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Sorry for the trouble

misty notch
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hey rune. so i got a particular issue involving DramaMask, LCVR, and InputUtil.
InputUtil is being used as a soft dependency by DramaMask.
i can properly interact with mask items when InputUtil is disabled, but as soon as i have InputUtil enabled...
Item Secondary Use & Item Tertiary Use for the mask item no longer works in VR. (i can no longer equip mask & enable glowing eyes)
it still works fine in flatscreen tho.
do u have an idea what might be the problem here?

tropic temple
#

going to throw in that the way I handle custom inputs is unconventional, namely I'm trying to check when the keybind is mapped to the vanilla scheme (i.e. the secondary actions for walkie-talkies) so the callback isn't invoked multiple times

This works for keyboard + controller outside vr
(It doesn't apply when input utils isn't detected)

misty notch
#

also worth mentioning that VR doesnt take keyboard input

misty notch
tropic temple
#

same, for a while (didn't seem to affect too much though personally)

twin cargo
#

I haven't looked into interactions with the VR mod yet

#

I've attempted to reach out to them in the past with no response

#

I'll look into it more when I have the time

misty notch
#

ill summon daxcess 🪄

twin cargo
#

Gotta love mobile discord

#

It didn't send one of my messages

#

I'm away from my pc for a few more days, so I'm not able to fix stuff easily

#

But if you do encounter issues

#

Do report them so I can get on them when I get back

misty notch
#

mobile discord be like: imhuhimwuh

tribal scarab
#

Might also be good to mention that DramaMask is incompatible with LCVR due to a Harmony patch conflict (not related to input)

tribal scarab
#

Also the fact that inputs break when InputUtils is present makes sense, as it only listens for Q/E (keyboard) or Dpad, both of which aren't used in VR.

#

(And it stops listening to the vanilla inputs)

#

And rebinding isnt possible since rebinding only looks for <Keyboard> and <Gamepad>

twin cargo
#

That might be something I could extend

misty notch
tropic temple
tropic temple
#

From what I understand, this means you can't rebind controls in VR using InputUtils?
I can add a config to disable usage of input utils to resolve this issue for now at least

tribal scarab
#

YOOO GOT MY INTERNET BACK FINALLY

tribal scarab
tropic temple
#

I see, that would be problematic yeah

tribal scarab
#

Observe: A scuffed fix™️

tropic temple
#

I could take a look there but not sure if I can come up with a generic solution

#

I'll lyk later if I have a good fix 👌

tribal scarab
#

ALrighty lemme know, cuz in that case I can drop the scuffed fix™️

toxic wren
#

@twin cargo is there a way for instead of doing a click input, having a hold input? maybe i'm just using the wrong solution but trying to use wasd for a hoverboard's movements and this is what im doing rn lol

#

which requires me to continuously press it instead of hold since it's in fixedupdate

toxic wren
#

alternatively I could change how the system itself works, rn i have anchors that keep it floating but maybe i can instead having the inputs mess with the rotation of the anchors so that THAT would push it forward etc instead of just an add force push

twin cargo
# toxic wren <@97724098423037952> is there a way for instead of doing a click input, having a...
HoverForward.performed += OnHoverForward
HoverForward.cancelled += OnHoverForward
private bool _isHoverForwardHeld = false;

private void OnHoverForward(InputAction.CallbackContext ctx)
{
  var btn = (ButtonControl)ctx.control;

  if (btn.wasPressedThisFrame)
  {
    // Button has started being held
    _isHoverForwardHeld = true;
  }

  if (btn.wasReleasedThisFrame)
  {
    // Button was released
    _isHoverForwardHeld = false;
  }
}

Adapt it to your needs, but that's how I handle hold inputs

toxic wren
#

okiee ty~

toxic wren
#

@twin cargo apparently people cant load the game using the new input utils update? (i havent tested myself)

twin cargo
#

ah fuck

steep lodge
#

I was literally just coming over here, and thinking of what to put because I don't have all the details.

twin cargo
#

knew I forgot something

#

give me 5 minutes

steep lodge
#

Anyways, cant' click menu buttons, everything using Inpututils went kaboom, yeah

twin cargo
#

just pushed out a hotfix 0.7.6 to fix that

#

my b

#

I refactored the build system to remove Cake, and I forgot to re-add the assetbundles

toxic wren
#

LMAO

twin cargo
#

let me know if you encounter any more issues with 0.7.6

twin cargo
#

it wouldn't be a InputUtils update if it didn't break everything

steep lodge
#

Yeah, I see it showed up on the page, but thunderstore ain't letting me have it yet, It's fine I had already rolled back, and I'll update when it pops up itself. Glad it was an easy fix.

misty notch
#

just came to this chat to say "woohoo new update!"
and see xu out here exposing rune for being goofy 😩

twin cargo
#

glad someone told me

misty notch
twin cargo
#

if I was told any later I wouldn't have been able to fix it in time

twin cargo
toxic wren
misty notch
#

alright updating inpututils.. that'll be one less red text block on the console 😌

twin cargo
#

it'll also mean less bug reports for me pensive_cowboy

misty notch
#

slow down cowboy

#

i am on v0.7.6

#

also is it normal for new updates to not include this json?

twin cargo
#

oh my god

misty notch
#

or at least it doesnt pop up in thunderstore's config search

twin cargo
#

I forgot to include the Locale folder too

toxic wren
#

LMAO

misty notch
#

i only remembered this coz i deleted it in the past and u told me about it

twin cargo
#

0.7.7 incoming 😔

misty notch
#

alright

toxic wren
#

dnot forget to include the dll

misty notch
#

third time's the charm

maiden pier
#

Noice.

twin cargo
#

there, it should be out in a few

#

hopefully there won't be a need for a 0.7.8 hotfix today

toxic wren
#

only tmrw

twin cargo
misty notch
#

me waiting for the mod the show up on thunderstore: perceive

#

that 0.7.6 update showed up pretty quick.. like 15-20 minutes. that's faster than i remember.

#

i think last time it seems to take 40-60 minutes.

twin cargo
#

I've been using Gale instead these days

misty notch
#

i saw that around but didnt try it

#

do these profile codes generate the same exact profile on differing managers like r2modman and gale?
idk how it works under the hood

#

thunderstore feels slow n clunky. it also crashes often.

twin cargo
#

gale supports r2modman/thunderstore profile codes

#

it also supports importing your profiles from them directly

misty notch
#

how's it compare to the r2modman & thunderstore? more stable and faster?

twin cargo
#

I can say anything for thunderstore, I've only ever used r2modman

#

but the biggest benefit, gale loads the thunderstore mods in the background instead of making you wait until it's all loaded

#

I also find the interface of Gale to be more intuitive, but that's my personal preference

misty notch
#

gendoHmm perhaps i will check it out

misty notch
#

clean

#

no error text block on boot

#

👌

twin cargo
#

I wonder if there's a way to setup an test workflow that has the game installed and checks to see if any errors show during startup

toxic wren
#

@twin cargo is there a way to have an input be based on the mouse position? im explaining it badly here but i wanna replicate the rotating of the player when their mouse moves to the left or right or up or down basically

#

the hoverboard is being a pain and sinbce the player is parented to it any rotations the player does that need to apply to the hoverboard reapply to the player which causes a cycle

toxic wren
#

unsure if its this

misty notch
#

dont fullscreen games forcefully center the mouse?

#

the cursor

#

but its just invisible when it does this

#

so does that cycle make the hoverboard & player spin uncontrollably or something? id love to see footage of that. xD

misty notch
#

so does unity's parent-child relationship of game objects apply the parent's exact position & rotation to the child and vice versa?
and then ur trying to use some code to rotate the board so its facing the same direction as the player?
but because of the nature of parent-child, u just end up in a loop of infinite rotation? MikuChairSpin
is that what's happening?

toxic wren
#

i basically locked the rotation of the player and used that

vestal grotto
#

on 7.6 or whatever

toxic wren
#

What mod manager?

#

It's been fine for me

vestal grotto
#

i mean game is fine but idk if the error is fine

twin cargo
vestal grotto
twin cargo
#

you have said a correct statement

#

0.7.6 had issues

#

0.7.7 the latest release, fixed those issues

#

use 0.7.7

vestal grotto
#

LMFAO i am a little slow

#

i meant i thought 7.7 had issues

#

and we had to use 7.6

twin cargo
#

not sure where that info came from

#

but 0.7.7 is the version you should be using

toxic wren
#

Lol

twin cargo
#

bro, how long does CF take to review stuff

toxic wren
#

lol

twin cargo
#

I can't imagine how hellish the hotfixing would've been if TS had a long ass review process

real canyon
#

CF can take up to a few days for new mods to go through review from what I've been told

#

I'm kind of glad CF is gonna have less incentive to swap to now anyways since Mythic is looking into setting up some stuff for Thunderstore, not really a fan of switching platforms and having mods be split

twin cargo
#

I don't plan on switching to them as a whole, I'm just going to be uploading to them as an additional place to grab my stuff

real canyon
#

Idk why they can't just do it like Nexus does where if they detect something the download gets denied after it gets virus scanned, you can upload a mod to Nexus and it gets added instantly but it's not available for download til it goes through a scan first and that process literally only takes a few minutes most of the time

twin cargo
#

CF supposedly has a manual review process

real canyon
#

That imo is better than a slow manual review process

#

Yeah

twin cargo
#

not that it's stopped malware from getting in completely

real canyon
#

Yeah it won't ever completely stop it lol

toxic wren
mellow ocean
#

is there any way to set global controls to default?

lean scroll
#

This may be a stupid question, but can I detect when a key is pressed and run a method? I know how to do it one way, but I want to know if a specific feature allows for this easily

twin cargo
twin cargo
mellow ocean
#

instead of having to change it in settings to global and prefer global

twin cargo
#

there isn't a way to do so

#

it kind of ruins the point of global controls

mellow ocean
#

so could I remove the mod instead then?

#

it has multiple dependents but

twin cargo
#

you could go for it

#

the whole point of globasl controls are for someone to have their own set of controls that don't get overriden by modpacks

#

you'd use local controls for exporting with a modpack

#

and the "prefer global" option would be ideal for 99% of use-cases

daring gyro
#

Im trying to update dependencies to 0.7.7. Honestly cant remember whether to use the github package source or the nuget one (github is only at 0.7.4) but i tried both, the nuget way is requiring the package AinaVT-LethalConfig that isnt found on nuget also. Is this a package i need to install manually or am i just doing something wrong.

Been a while since i touched anything .Net related so dont know what im missing here.

twin cargo
#

odd, LethalConfig should be an optional dependency for InputUtils

#

not sure why it's showing as required

#

The Github package isn't being updated anymore

#

as the Nuget Package fills the need better

daring gyro
#

just tried going back versions it seems the error comes up when i try 0.7.5. Where is it being marked as an optional dependency? I cant immidietly find where this is happening

#

Seems ok to just build against 0.7.4 for now, sorry for the interruption.

real canyon
#

@twin cargo Wondering if you could maybe push an update soon or look into why the cached assetbundles are sometimes becoming corrupted, a few of my friends have recently had the issue where the cached assetbundles become corrupted and the mod can no longer find them unless they uninstall it, clear their cache for the mod and then reinstall it and I'm wondering why it's been InputUtils specifically 🤔

twin cargo
#

first I've heard of this

real canyon
#

Yeah it's been weird it happened to @autumn girder and @plain pawn and someone else that wanted to join us for a stream recently lol

twin cargo
#

not even sure what would be causing this

real canyon
#

I'll admit I have my cache folder in my antivirus exclusions list

#

so I wonder if it's an antivirus thing

twin cargo
#

i mean, it's possible i guess?

real canyon
#

I feel it would make the most sense lol, maybe they're just getting deleted randomly

twin cargo
#

assetbundles are basically immutable/readonly

#

so it's weird that they're getting corrupted at all

real canyon
#

Yeah

#

Which is why I find it more likely maybe it's antivirus being set off and deleting them cus the error I've been seeing is that the mod can't find the assetbundles

#

@weak warren have you had any issues with Kaspersky doing that with InputUtils?

#

I know you had to recently update CullFactory to avoid antivirus issues and DiFFoZ had to update LethalPerformance

twin cargo
#

Kaspersky in current year?

real canyon
#

I just use Windows Defender myself

weak warren
#

I doubt InputUtils uses a Burst assembly, so it seems unlikely

#

not sure of all the context here though

#

if it's deleting asset bundles, that seems even more unlikely, as those are custom archives

autumn girder
#

It might be a Gale issue

real canyon
languid kiln
#

The Nuget package Rune580.Mods.LethalCompany.InputUtils has a dependency on AinaVT-LethalConfig, which doesn't exist:

error NU1101: Unable to find package AinaVT-LethalConfig. No packages exist with this id in source(s): BepInEx, nuget.org

Hmm

twin cargo
#

Ill have to fix that in the morning

#

For now, you can build against 0.7.4, as there should be no api changes

languid kiln
#

Would it be possible to support changing vanilla controls through a local override?

twin cargo
#

Probably

languid kiln
#

I was looking through old messages. I saw that you tried implementing it

twin cargo
#

I don't think I tried

#

unless im forgetting

languid kiln
#

.

#

referring to this

twin cargo
#

ah that

#

that was just for being able to unbind a vanilla key

languid kiln
#

hm

twin cargo
#

since I don't have easy access to the base game stuff

languid kiln
#

that's what I'm trying to do (unbind "dance" and "point" for my modpack)

twin cargo
#

ah that's why you want it for local overrides

languid kiln
#

ye :)

twin cargo
#

i'll see what I can do

#

but it might take me a day or 2

languid kiln
#

thanks :D (no rush though)

reef pawn
#

Does the Global/Local switch work? Doesn't seem to do anything?

#

Guess something broke in the past 5 months?

twin cargo
#

I'll look into it when i can, what it's supposed to do is let modpacks ship with defautl keybinds, while letting users have their own global (modpack independent) keybinds

steep lodge
#

Ah I come here for the exact question of if I can rebind point and dance emotes. RIP.

twin cargo
steep lodge
agile inlet
twin cargo
#

uhhh

#
  1. are they modifying the local or global keybinds?
agile inlet
#

i thought it could be a permission issue for the keybind config file but surely that would cause an error right?

twin cargo
#

yes, it should

twin cargo
#

could I get a profile code?

agile inlet
#

^ @scenic oasis

scenic oasis
#

profile with the mods?

#

if yes then these are the mods im using

#

01951613-40f0-c033-0d1d-65bfa8f6fd2c

#

wait

#

01951616-cd6f-0b70-e324-8091af81b0e4

#

^^^

#

thats it

scenic oasis
twin cargo
#

Sorry I'm out at the moment

#

I'll check once I'm back

scenic oasis
#

oh ok

scenic oasis
#

SORRY FO9R THE PING BUT @twin cargo I AM GOING TO SLEEP NOW AND I WILL BE UP IN AROUND 7-9 HOURS

#

sorry for caps

twin cargo
#

I'm not able to reproduce the issue, would it be possible for you to provide the steps needed to do so

#

and, if you can, provide a video showcasing the bug?

scenic oasis
twin cargo
#

was able to reproduce the issue, until I fix it here's a workaround: when you have "Local Only" set make sure to switch to local (click on the local button on the top left) before editing your keybinds

#

seems like there's a few bugs with Global Only and Local Only that I never discovered

#

interestingly

#

the issue you showcased in the video

#

if you swap to local and then back to global

#

it does remember the keybind you set

#

it just didn't visually display it when first opening the menu

twin cargo
#

Fixed

#

the issue was an interaction between having the priority set to "local only" and the current context being global

#

when closing the ui it loads the local keybinds

#

when re-opening the ui

#

the context switch is told to switch to global context

#

but I forgot to have it force loading the global keybinds

#

so it just assumed it had loaded it already

#

even though it was actually showing the local keybinds

twin cargo
#

I'm surprised it took this long for this bug to be found tbh

scenic oasis
#

sorry i wasnt home when you sent this but thank you so much. normally i would give up after fiddling around but you and 1A3 really made it work. thank you so much!

twin cargo
twin cargo
#

expect a release in a day or 2

twin cargo
#

released 0.7.8

#

hopefully it doesn't have any critical bugs

barren sky
#

I had to roll back

twin cargo
#

wait, real?

#

send profile code

barren sky
twin cargo
#

shit

#

see where it went wrong

#

fixed

#

0.7.9 hotfix incoming

twin cargo
#

along with 0.7.10 ...

#

for real this time

#

things should be fine

#

@barren sky let me know if anything else breaks with 0.7.10

twin cargo
#

Seeing as I've not seen any reports of critical issues, I guess it's stable enough

#

The nuget package should no longer require lethal config

toxic wren
# twin cargo Seeing as I've not seen any reports of critical issues, I guess it's stable enou...
[09:45:06.4853246] [Error  :Lethal Company Input Utils] Got error when applying migrations, skipping...
[09:45:06.4853246] [Error  :Lethal Company Input Utils] System.NullReferenceException: Object reference not set to an instance of an object
  at LethalCompanyInputUtils.Data.BindingOverrides.FromJson (System.String json) [0x0000b] in /home/runner/work/LethalCompanyInputUtils/LethalCompanyInputUtils/LethalCompanyInputUtils/Data/BindingOverrides.cs:122
  at LethalCompanyInputUtils.Utils.InputSystemUtils.ApplyMigrations (System.String fileName) [0x0012f] in /home/runner/work/LethalCompanyInputUtils/LethalCompanyInputUtils/LethalCompanyInputUtils/Utils/InputSystemUtils.cs:199
  at LethalCompanyInputUtils.Utils.InputSystemUtils.LoadOverridesFromControls (UnityEngine.InputSystem.InputActionAsset asset, System.String fileName, LethalCompanyInputUtils.Config.BindingOverrideType overrideType, System.Boolean removeExistingOverrides) [0x00000] in /home/runner/work/LethalCompanyInputUtils/LethalCompanyInputUtils/LethalCompanyInputUtils/Utils/InputSystemUtils.cs:114
[09:45:06.4873247] [Error  :Lethal Company Input Utils] Got error when applying migrations, skipping...
[09:45:06.4873247] [Error  :Lethal Company Input Utils] System.NullReferenceException: Object reference not set to an instance of an object
  at LethalCompanyInputUtils.Data.BindingOverrides.FromJson (System.String json) [0x0000b] in /home/runner/work/LethalCompanyInputUtils/LethalCompanyInputUtils/LethalCompanyInputUtils/Data/BindingOverrides.cs:122
  at LethalCompanyInputUtils.Utils.InputSystemUtils.ApplyMigrations (System.String fileName) [0x0012f] in /home/runner/work/LethalCompanyInputUtils/LethalCompanyInputUtils/LethalCompanyInputUtils/Utils/InputSystemUtils.cs:199
  at LethalCompanyInputUtils.Utils.InputSystemUtils.LoadOverridesFromControls (UnityEngine.InputSystem.InputActionAsset asset, System.String fileName, LethalCompanyInputUtils.Config.BindingOverrideType overrideType, System.Boolean removeExistingOverrides) [0x00000] in /home/runner/work/LethalCompanyInputUtils/LethalCompanyInputUtils/LethalCompanyInputUtils/Utils/InputSystemUtils.cs:114
[09:45:06.4878431] [Error  :Lethal Company Input Utils] System.NullReferenceException: Object reference not set to an instance of an object
  at LethalCompanyInputUtils.Data.BindingOverrides.FromJson (System.String json) [0x0000b] in /home/runner/work/LethalCompanyInputUtils/LethalCompanyInputUtils/LethalCompanyInputUtils/Data/BindingOverrides.cs:122
  at LethalCompanyInputUtils.Utils.InputSystemUtils.LoadOverridesFromControls (UnityEngine.InputSystem.InputActionAsset asset, System.String fileName, LethalCompanyInputUtils.Config.BindingOverrideType overrideType, System.Boolean removeExistingOverrides) [0x0002b] in /home/runner/work/LethalCompanyInputUtils/LethalCompanyInputUtils/LethalCompanyInputUtils/Utils/InputSystemUtils.cs:129
``` any idea what this error means?
#

was testing someones pack for unrelated errors and this starts up when my mod is loading lol

#

my mod loads just fine it's just the error is a bit odd

twin cargo
#

Weird, it failed to upgrade an old controls file

#

If it fails it just skips and prints the error

#

Wait

#

I never made it print what file it failed to migrate

#

Fuck

toxic wren
twin cargo
#

Send me the modpack code if you could

toxic wren
#

0195cc6e-8fd2-4ec6-99d0-a0f8a89bfe5d fair warning, it's a lot of mods, and it might not let you into the lobby since LL broke the modpack and that was what i was trying to fix

#

dunno if LL updated in thunderstore yet

toxic wren
#

@twin cargo do you know if input utils lets me create a Vector2 to read from for like WASD

#

composite bindings im told

#

is the actual term

twin cargo
#

not at the moment no

#

I could look into adding something for that

toxic wren
#

mm okay

#

is the current best way for me to have 4 different floats for WASD ;')

twin cargo
#

hmm

#

you could probably use the runtime/builder style and make the composite binding that way

#

it might not show up though

#

hmm

#

why did I not consider this use-case before?

toxic wren
#

lol

#

good question

twin cargo
#

uhhhh

#

give me like 48 hours

#

and I'll have some sort of solution out

toxic wren
#

okie

#

ty

twin cargo
#

not sure what the attribute is going to look like for this

#

it might look super messy

toxic wren
twin cargo
#

other than refactoring the rebind container to handle multiple "bindings" per an action

#

this was fairly painless to add

toxic wren
#

Noice

hexed notch
#

any way to save changed keys with the modpack so all my friends have the same controls?

twin cargo
hexed notch
#

ohh thanks

carmine garnet
#

getting this while trying to rebind an xbox series x controller

#

none of the keybinds are read until i exit out of the menu

twin cargo
#

send me a profile code if you've got one

carmine garnet
#

0196db2c-5ff4-bc2a-d2e3-73ee1f6ecc36

#

wait

#

it seems to only dislike base lethal binding\

#

modded binds are fine

carmine garnet
#

oh i should ask

#

if i delete a bind in local will it override global to not have a bind for that action?

twin cargo
#

yes

carmine garnet
#

alright

twin cargo
#

you know what

#

I think I might've forgotten to disable vanilla bindings when rebinding

hexed notch
#

i dont know if it's this mod but my modpack is erroring everywhere and this is one of the errors

twin cargo
#

could I get the full log

hexed notch
#

yeah...

twin cargo
#

the errors coming from input utils should be harmless

#

they're just indicating an issue when loading an controls override file

#

but it will just skip them when encountered

hexed notch
#

ok

hexed notch
#

how do you make the local keybinds get preference over the global when sharing a modpack?

twin cargo
#

Thats up to the user

#

For now anyways

#

At some point im planning on a pop up for loading a modpack for the first time to display modpack provided keybinds

#

But generally speaking by default, unless the user changed the keybind on their global profile, the modpack keybinds will take priority

hexed notch
#

ok

#

like even if the mod sets globally the keybind, local overrides it unless its changed?

twin cargo
#

okay so by default this is how keybinds work:

Higher number means higher priority

2. global overrides (global set keybinds)
1. local overrides (modpack / profile set keybinds)
0. Default keybinds

If a mod has a keybind set to K as the default, and a modpack overrides it to be H. The keybind would be set to H.

If a user sets a global override for that keybind to be T. then the user's global override takes priority over the modpacks override.

#

The user can decide if they want this behavior or if they want to only use modpack overrides

hexed notch
#

okayy so the keybind appearing set to "x" in the global section means the mod set it

twin cargo
#

only if you see a "Reset to default" button next to the keybind

#

otherwise it's only displaying the default keybind

hexed notch
#

okay okay

twin cargo
#

if you switch to the local view, you will see a warning next to any keybinds being overridden by a global override

hexed notch
#

so if i share a modpack and they have not touched the keybinds it should use the local keybinds

twin cargo
#

yes

foggy yarrow
twin cargo
#

Im still investigating this issue

toxic wren
#

TypeLoadException stuff is annoying, from what I gathered, it didnt reproduce on my profiles for example, mainly because, i have an LLL soft dependency but I also have the LLL MMHOOK files in my profile (even if i dont have LLL in the profile but i did in the past), which makes the error not throw

twin cargo
#

For some reason Unitys input system is causing issues when loading mods with soft dependencies while Input Utils is installed

toxic wren
#

yeah it's also related to Unity's input system having a gettypes or smthn but im unsure on the details there

toxic wren
twin cargo
#

I might need to do an IL patch to force unity to do GetTypes in a try catch

#

Really weird that this crept up all of a sudden

#

As a temporary workaround, you can try adding the soft dependency Unity is complaining about

twin cargo
#

probably

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I ended up patching Unity's InputManager to try and fix this

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from my testing, it seems to have worked

#

it's also a config option, so if the patch causes issues for you, (maybe someone else is also patching the method I'm patching)

#

you can disable my patch in the config

midnight axle
twin cargo
#

woopsy daisy

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pushing 0.7.12 right now

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forgot to register the config before checking the value of it

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oopsy

twin cargo
midnight axle
#

You are quick ! Thank you so much !

twin cargo
#

it was a really stupid mistake from my part

hard mirage
#

when is the update gonna appear on r2modman any idea?

twin cargo
#

whenever it decides to update it's cache

#

it's on the thunderstore site if you need it immediately

gloomy nacelle
#

@twin cargo
me and a few other people have reason to believe that inpututils currently breaks usage of the belt bag for non-host clients in lobbies
what happens is, a belt bag will randomly stop having the item store key (secondary action keybind) working for a non-host client, and the belt bag also cannot have items taken out of it by people effected by this
however, this is per-each belt bag, so you can rudamentally fix this by just using a different belt bag

it is still possible its not your API, rather the mod bagconfig by matty, however, i feel like its more likely to be this API, since its directly effecting controls a lot more than bagconfig is (all bagconfig has in that regard is allowing emptying a belt bag with the tertiary action key)

at the moment, i do not have a player log to send, but i am about to generate one with a friend in a few minutes, and the issue will probably occur as we play, at which point both of us can send our logs for you to investigate this

#

@wanton radish also can say the same thing has been happening to them and their friends

twin cargo
#

input utils only provides an interface to use unitys input system

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i'd be surprised if it's the cause of this

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especially since i don't touch anything networking related

gloomy nacelle
#

ah, then this is a misunderstanding of what the mod is for

#

i took "input" as controls for the game

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which i suppose is correct

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but not how i thought

#

also just to mention before anyone asks
i did check if this was a new vanilla game issue since v73 and it didnt happen in a pure vanilla lobby at all for like 10 minutes of constantly belt bagging items

#

the issue is so frequent it wouldve happened at like the 2 minute mark of testing

wanton radish
#

@twin cargo No what the issue is, is a scrap mod is breaking inpututils. Its not inpututils directly.

#

I found culprit in my pack and notified the dev cause it was a special made scrap pack for our group.

twin cargo
#

i see, thanks for letting me know

wanton radish
solar wave
carmine garnet
#

when attempting to land on a level:

twin cargo
#

did this cause an issue?

carmine garnet
#

prevents ship from landing

twin cargo
#

do you have a modpack code?

carmine garnet
#

can still walk around but loading screen is stuck on and start of round never begins

#

1 sec

#

019c9c7b-ae57-9c4d-6f36-749f2c199a9f

twin cargo
#

that's bizzarre

#

the error you've captured is supposed to be a "safe" error

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I'll look into it

carmine garnet
#

could be something else

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and the input utils one is just what showed up

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im not sure

#

hold on

#

is potentially this

barren sky
twin cargo
#

I'll get on it after I have some coffee

barren sky
#

thanks

barren sky
#

hope this helps

twin cargo
#

looking at the diff between version

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im not really seeing anything specific

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seems like the vanilla actions are not being disabled when opening the rebind UI like they did in prior versions

#

wait

#

im looking at the diff between v80 to v73

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but this is actually happening on v73

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so im just being stupid

#

how has no one reported this issue to me yet?

#

this has been a bug supposedly since October of last year

barren sky
#

oof 💀

#

I remember changin keys before v80 a few days ago

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maybe v80 increased the bug?

twin cargo
#

is v80 released in stable or still on the beta branch?

barren sky
twin cargo
#

im playing on the stable release ans having the issue

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it only applies to the vanilla keys

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not any modded ones

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well, I'm not seeing anything obvious in the diffs as to what caused the problem

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but I have fixed it

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so let me clean it up and I'll have it out soon™

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actually let me test it on v80 just to make sure

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should be out now

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let me know if I broke anything else

carmine garnet
#

@twin cargo i think this mod is breaking toggle crouch

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whenever i try to crouch it does it for half a sec then stands up again

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and didn't happen with input utils disabled (though it also disabled like half my other mods)

twin cargo
#

I just tried it in a modpack with only input utils and toggle crouch is working fine

carmine garnet
#

Alr, something else using it is breaking

#

That'll be fun to figure out

twin cargo
#

do you have a modpack code?

#

I just got a second report, but the modpack they provided has 191 mods.

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I want to see if I can't find the culprit, but 191 mods is a bit too much for me to be willing to deal with

carmine garnet
#

I do have a code but its 341 💀

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u could send me their code and I could union the modlists to see if i share any mods with them

twin cargo
#

019d74f7-882c-300c-b497-7425fc067f52

carmine garnet
#

Thanks

#

Ill get to that in a few min

twin cargo
#

alright no rush though

#

i won't be able to do anything more about this until tomorrow anyways

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also thanks

carmine garnet
#

intersection of our modlists, filtered by dependency on input utils, is
taffyko-BetterSprayPaint-2.1.0
WhiteSpike-Interactive_Terminal_API-1.3.2
WhiteSpike-Weather_Probe-1.0.3
TestAccount666-ShipWindows-2.9.0
sfDesat-Celestial_Tint-1.5.2
WhiteSpike-Shopping_Cart-1.0.2
Rminin-FinallyCorrectKeys-1.6.1
XuXiaolan-CodeRebirth-1.6.1

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my money is on better spray paint

twin cargo
#

that's a much smaller list to work with

#

i'll check tomorrow first thing i can'

carmine garnet
#

of course r2 needs to prune modlist cache right as i go to test 💀

#

ah how wonderful

#

issue stopped replicating without doing anyhting

solar wave
twin cargo
solar wave
twin cargo
#

I'll look again though in case it is something I can fix

solar wave
#

thank you anyway!

#

😊

carmine garnet
#

this hasnt been updated for 2 years so surprised it took this long to break

#

and lukeprime is definitely not around anymore so this one isnt getting fixed

#

nvm it wasnt 💀

#

it just happened to stop happening when i tested with this mod off

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then started happening when i stopped checking

carmine garnet
#

doing a bit more testing is leading me to believe there's some interaction with the vanilla utility slot thats causing the crouch to break down

#

i disabled said slot with niche tweaks and havent gotten the issue yet

#

though like the other reports i might have just gotten lucky

carmine garnet
#

as with the other times it wasnt that

carmine garnet
#

i hope this might give some insight

#

this was before i picked up a scrap (ignore ptem debug logs)

#

i dont know if the crouch was broken before i picked it up

carmine garnet
#

this is so frustrating lol

#

it just fails completely randomly

#

i cant track down whats causing it cus it doesnt reproduce consistently

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sometimes it repros as soon as i load the lobby, sometimes it does it in the middle of a moon, sometimes it doesnt do it at all

#

ive been disabling so many things to try and figure it out, and none of it is working

carmine garnet
#

mightve figured out why the crouch bug is happening

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seeya tipped me off to this

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this is the default that i havent changed for a while

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but when i rebind it, it shows up as this

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maybe it was triggering twice or something? idk

twin cargo
#

Did InputSystem get updated between versions?

#

Maybe I should add a migration to convert ctrl to left ctrl?

carmine garnet
#

after i put it to left ctrl the bug started happening consistently so idk

ripe gull
#

with Left Control, bug happens when you do not crouch in the ship before landing on a moon

If you crouch at least 1 time before landing you can crouch normally for the current moon, might seems to be random

If this helps

[Error  : Unity Log] NullReferenceException
Stack trace:
GameNetcodeStuff.PlayerControllerB.BeginGrabObject () (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_001C)
GameNetcodeStuff.PlayerControllerB.Interact_performed (UnityEngine.InputSystem.InputAction+CallbackContext context) (at <aca1e98d6f844d3f85cd22b6f7be2f9b>:IL_01D0)
UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at <7d67996a352a4f4fa0df2b7c9570fda6>:IL_001B)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
twin cargo
#

this is starting to seem less like an InputUtils bug

carmine garnet
carmine garnet
#

swaggies pointed out it was probably the Whiteboard mod

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i took that out and the bug seems to no longer occur