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Input: Change the default deadzone value for new actions from 0.5 to 0.2 #97281

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merged 1 commit into from
Oct 2, 2024

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rptfrg
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@rptfrg rptfrg commented Sep 21, 2024

This changes the default deadzone value for new actions from 0.5 to 0.2 as discussed in godotengine/godot-proposals#7069.


I have failed to rebase my previous year old PR, (#80299) so I pressed the "Sync" button in the Github's UI, not knowing it what it would do 😊👍️
Turns out it erases all your changes with no warning and without any way to undo what you have done.

Please check the changes I've recreated and sorry for the mess.

Bugsquad edit:

@rptfrg rptfrg force-pushed the deadzone-new-default branch from 829933c to e92b84a Compare September 21, 2024 15:24
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Once those minor details are fixed this looks good to me!

@rptfrg rptfrg force-pushed the deadzone-new-default branch from e92b84a to b175602 Compare September 21, 2024 15:33
@AThousandShips AThousandShips changed the title Change the default deadzone value for new actions from 0.5 to 0.2 Input: Change the default deadzone value for new actions from 0.5 to 0.2 Sep 21, 2024
@rptfrg rptfrg force-pushed the deadzone-new-default branch from b175602 to b8c0d13 Compare September 21, 2024 15:38
@akien-mga akien-mga requested review from groud and Sauermann and removed request for a team September 26, 2024 16:20
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The reasoning for changing the default value, as discussed in the linked proposal, makes sense to me.

Can you please double check, if it would make sense to make additional adjustments to the following location in the code base:

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rptfrg commented Sep 28, 2024

I thought this could be left as it is, but I guess I could change that to the new default value (0.2) for the consistency's sake? I am not sure what to do with it.

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The action is only used for autocompletion tests at the moment, the dead zone isn't relevant there so changing it to the default makes sense to me.

@rptfrg rptfrg force-pushed the deadzone-new-default branch from b8c0d13 to d532eec Compare October 1, 2024 12:49
@rptfrg rptfrg requested a review from a team as a code owner October 1, 2024 12:49
@rptfrg rptfrg requested review from a team as code owners October 1, 2024 12:49
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From the input side, this looks good.

@akien-mga akien-mga modified the milestones: 4.x, 4.4 Oct 1, 2024
@akien-mga akien-mga merged commit 336d915 into godotengine:master Oct 2, 2024
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Thanks! And congrats for your first merged Godot contribution 🎉

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wareya commented Feb 27, 2025

Did this PR only apply to new input actions, or did it apply to the built-in UI actions as well? Diagnostic posts in #98982 seem to imply that it applies to the built-in UI actions too, which would result in these changes causing this issue: #103360

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Calinou commented Feb 27, 2025

Did this PR only apply to new input actions, or did it apply to the built-in UI actions as well? Diagnostic posts in #98982 seem to imply that it applies to the built-in UI actions too, which would result in these changes causing this issue: #103360

It applies to built-in actions too, as these are often used by people for gameplay logic during prototyping.

Built-in actions are not saved to project.godot unless you override them, so if we change it back to 0.5, it shouldn't affect custom actions.

Ideally, I think we should use custom deadzone handling for UI logic where it always uses a separate, fixed deadzone (e.g. as a project setting). This may be difficult to do though, so maybe reverting the deadzone for built-in actions only is preferable, even if it hurts the prototyping experience for users who don't create new actions (or people using the CharacterBody script template).

akien-mga added a commit to akien-mga/godot that referenced this pull request Feb 27, 2025
rddi-8 pushed a commit to rddi-8/godot-custom-features that referenced this pull request Mar 2, 2025
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Decrease the default deadzone value for actions to better match real world use cases
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