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Cogito and Godot Engine Version:
The Cogito pulled from master - v4.3.beta1.mono.official [a4f2ea91a]
Description:
When using a mouse, selecting an object's inventory square (populated or not) causes a corresponding player's inventory slot to highlight.
I believe this line of code is the culprit. It appears it might need a check above it to see if the player is using a mouse/gamepad.
Unrelated to the bug, I think InputHelper could use a is_using_mouse() method that does the device_index == -1 check. That would remove the need to know the implementation details of InputHelper.
Reproduction steps:
Open an object's inventory
Click on some squares
See the player's inventory highlight
Expected behavior:
I would expect nothing to happen to any of the inventory squares except for the one I am interacting with.
Screenshots:
Godot_v4.3-beta1_mono_win64_wGiPNOtmBO.mp4
The text was updated successfully, but these errors were encountered:
Cogito and Godot Engine Version:
The Cogito pulled from master - v4.3.beta1.mono.official [a4f2ea91a]
Description:
When using a mouse, selecting an object's inventory square (populated or not) causes a corresponding player's inventory slot to highlight.
I believe this line of code is the culprit. It appears it might need a check above it to see if the player is using a mouse/gamepad.
Reproduction steps:
Expected behavior:
I would expect nothing to happen to any of the inventory squares except for the one I am interacting with.
Screenshots:
Godot_v4.3-beta1_mono_win64_wGiPNOtmBO.mp4
The text was updated successfully, but these errors were encountered: