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The following keys cannot currently be tracked: ^, ß, ´, (Strg) (Ctrl), (Alt), <, ,, -, +, #, (F1), (F2), (F3), (F4), (F5), (F6), (F7), (F8), (F9), (F10), (F11), (F12), Num(+), Num(-), Num(*), Num(0), Num(5), ä, ö, ü. Some were not mapped due to having to see how to assign them to a non-German QWERTZ keyboard, if I'm not mistaken.
The tracking of the keys (LShift runter), (RShift runter), (LShift hoch), (RShift hoch) (Left Shift Down, Right Shift Down, Left Shift Up, Right Shift Up) is incorrectly handled by the Player: unlike other keys, those keys can only be tracked as part of a registerKeyDownEvent, and cannot be tracked as part of a registerKeyUpEvent. If they are tracked as part of a registerKeyDownEvent, the Down keys will track if the selected key is being pressed, while the Up keys will track if the selected key is being released. Currently, the Player considers them to be normal keys, and assigns the same behaviour between the Down and Up keys.
Using setMouseAsReturn with the value Both while the mouse is enabled will make pressing either the left mouse button or right mouse button trigger a decision key action, while it is supposed to trigger the decision key action only if both keys are pressed at the same time.
Using setMouseWheelAsKeys while the mouse is enabled seems to be capricious and will not allow the player to move much.
If the mouse is disabled, instead of the mouse buttons set as part of setMouseAsReturn and setMouseWheelAsKeys not being able to be used, these buttons remain able to be used, but setMouseAsReturn and setMouseWheelAsKeys do not change anything when used, which is inaccurate with Ineluki.
See also: #3608
^,ß,´,(Strg)(Ctrl),(Alt),<,,,-,+,#,(F1),(F2),(F3),(F4),(F5),(F6),(F7),(F8),(F9),(F10),(F11),(F12),Num(+),Num(-),Num(*),Num(0),Num(5),ä,ö,ü. Some were not mapped due to having to see how to assign them to a non-German QWERTZ keyboard, if I'm not mistaken.(LShift runter),(RShift runter),(LShift hoch),(RShift hoch)(Left Shift Down, Right Shift Down, Left Shift Up, Right Shift Up) is incorrectly handled by the Player: unlike other keys, those keys can only be tracked as part of a registerKeyDownEvent, and cannot be tracked as part of a registerKeyUpEvent. If they are tracked as part of a registerKeyDownEvent, the Down keys will track if the selected key is being pressed, while the Up keys will track if the selected key is being released. Currently, the Player considers them to be normal keys, and assigns the same behaviour between the Down and Up keys.