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Sticky Firing #299
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From watusim...@bitfighter.org on November 14, 2013 14:48:57 Verified |
From watusim...@bitfighter.org on November 14, 2013 15:27:17 Deferring this... it's deceivingly hard to fix, and it is not a severe bug. Labels: -019 019a |
From buckyballreaction on November 14, 2013 19:40:34 It may be that fixing it adds more complexity than we want, for no real gain.. |
From watusim...@bitfighter.org on November 15, 2013 15:59:39 It should be relatively straightforward (ha): When (temporarily) leaving the GameUI/EditorUI, we need to call a function that closes out certain in-progress actions. Such as firing, moduling, or dragging things in the editor. Will also fix this: "I found a strange editor bug: press ESC while dragging a barrier or polywall, then release mouse button, and return to editor." |
From bkcon...@gmail.com on December 05, 2013 10:11:14 Mass priority downgrades for long-standing or not immediately important issues. Labels: -Priority-Medium Priority-Low |
From watusim...@bitfighter.org on January 21, 2014 15:51:36 Maybe we could pass keyUp events to other UIs in the stack if they are not handled by the current UI |
From watusim...@bitfighter.org on January 24, 2014 13:39:24 Status: Fixed |
From bkcon...@gmail.com on November 13, 2013 21:21:03
What steps will reproduce the problem? 1. Hold fire with a repeating weapon
2. Without releasing fire, press ESC
3. Release fire What is the expected output? What do you see instead? Expect it to stop firing. Observe it to keep firing.
Original issue: http://code.google.com/p/bitfighter/issues/detail?id=299
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