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Sticky Firing #299

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raptor opened this issue Aug 22, 2015 · 7 comments
Closed

Sticky Firing #299

raptor opened this issue Aug 22, 2015 · 7 comments

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@raptor
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raptor commented Aug 22, 2015

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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raptor commented Aug 22, 2015

From watusim...@bitfighter.org on November 14, 2013 14:48:57

Verified

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raptor commented Aug 22, 2015

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

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raptor commented Aug 22, 2015

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..

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raptor commented Aug 22, 2015

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."

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raptor commented Aug 22, 2015

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

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raptor commented Aug 22, 2015

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

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raptor commented Aug 22, 2015

From watusim...@bitfighter.org on January 24, 2014 13:39:24

Status: Fixed

@raptor raptor closed this as completed Aug 22, 2015
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