diff --git a/pr-preview/pr-11/04-is-out.html b/pr-preview/pr-11/04-is-out.html index ae53e37..b45b4ff 100644 --- a/pr-preview/pr-11/04-is-out.html +++ b/pr-preview/pr-11/04-is-out.html @@ -235,7 +235,10 @@

Cascading Shadow Maps (@tomas7770)

Input Axis Deadzones (@kuukitenshi)

-

TODO

+

Previously, dealing with input sources that exhibited drift, like older gamepad joysticks, required developers to manually filter out noise from input data.

+

In this release, we’ve introduced a new feature to make input handling more user-friendly: the input axis deadzones. +Deadzones can now be configured directly within the bindings asset, allowing players to adjust it in the settings for their controllers to filter out unwanted noise.

+

This enhancement significantly simplifies input handling and ensures a smoother and more reliable gameplay experience, especially for games that heavily rely on precise controller input.

Ortographic Cameras (@mkuritsu)

diff --git a/pr-preview/pr-11/feeds/all.atom.xml b/pr-preview/pr-11/feeds/all.atom.xml index 36578c8..ea24185 100644 --- a/pr-preview/pr-11/feeds/all.atom.xml +++ b/pr-preview/pr-11/feeds/all.atom.xml @@ -181,7 +181,10 @@ Below is a screenshot of the directional shadow map used to draw shadows in < </section> <section id="input-axis-deadzones-kuukitenshi"> <h4>Input Axis Deadzones <span class="m-text m-dim">(&#64;kuukitenshi)</span></h4> -<p>TODO</p> +<p>Previously, dealing with input sources that exhibited drift, like older gamepad joysticks, required developers to manually filter out noise from input data.</p> +<p>In this release, we’ve introduced a new feature to make input handling more user-friendly: the input axis deadzones. +Deadzones can now be configured directly within the bindings asset, allowing players to adjust it in the settings for their controllers to filter out unwanted noise.</p> +<p>This enhancement significantly simplifies input handling and ensures a smoother and more reliable gameplay experience, especially for games that heavily rely on precise controller input.</p> </section> <section id="ortographic-cameras-mkuritsu"> <h4>Ortographic Cameras <span class="m-text m-dim">(&#64;mkuritsu)</span></h4> diff --git a/pr-preview/pr-11/feeds/release.atom.xml b/pr-preview/pr-11/feeds/release.atom.xml index 5951c20..6742880 100644 --- a/pr-preview/pr-11/feeds/release.atom.xml +++ b/pr-preview/pr-11/feeds/release.atom.xml @@ -181,7 +181,10 @@ Below is a screenshot of the directional shadow map used to draw shadows in < </section> <section id="input-axis-deadzones-kuukitenshi"> <h4>Input Axis Deadzones <span class="m-text m-dim">(&#64;kuukitenshi)</span></h4> -<p>TODO</p> +<p>Previously, dealing with input sources that exhibited drift, like older gamepad joysticks, required developers to manually filter out noise from input data.</p> +<p>In this release, we’ve introduced a new feature to make input handling more user-friendly: the input axis deadzones. +Deadzones can now be configured directly within the bindings asset, allowing players to adjust it in the settings for their controllers to filter out unwanted noise.</p> +<p>This enhancement significantly simplifies input handling and ensures a smoother and more reliable gameplay experience, especially for games that heavily rely on precise controller input.</p> </section> <section id="ortographic-cameras-mkuritsu"> <h4>Ortographic Cameras <span class="m-text m-dim">(&#64;mkuritsu)</span></h4> diff --git a/pr-preview/pr-11/index.html b/pr-preview/pr-11/index.html index a5ffb50..fe59bfc 100644 --- a/pr-preview/pr-11/index.html +++ b/pr-preview/pr-11/index.html @@ -232,7 +232,10 @@

Cascading Shadow Maps (@tomas7770)

Input Axis Deadzones (@kuukitenshi)

-

TODO

+

Previously, dealing with input sources that exhibited drift, like older gamepad joysticks, required developers to manually filter out noise from input data.

+

In this release, we’ve introduced a new feature to make input handling more user-friendly: the input axis deadzones. +Deadzones can now be configured directly within the bindings asset, allowing players to adjust it in the settings for their controllers to filter out unwanted noise.

+

This enhancement significantly simplifies input handling and ensures a smoother and more reliable gameplay experience, especially for games that heavily rely on precise controller input.

Ortographic Cameras (@mkuritsu)

diff --git a/pr-preview/pr-11/static/m-dark.compiled.css b/pr-preview/pr-11/static/m-dark.compiled.css index 1b163f3..954a640 100644 --- a/pr-preview/pr-11/static/m-dark.compiled.css +++ b/pr-preview/pr-11/static/m-dark.compiled.css @@ -1002,17 +1002,6 @@ figure.m-figure figcaption .m-figure-description a { border-right-width: 0; } } -img-comparison-slider.with-shadows { - --default-handle-shadow: 0px 0px 5px rgba(0, 0, 0, 1); - --divider-shadow: 0px 0px 5px rgba(0, 0, 0, 0.5); -} -img-comparison-slider.with-dark-divider { - --divider-color: rgba(0, 0, 0, 0.5); - --default-handle-color: rgba(0, 0, 0, 0.5); -} -img-comparison-slider:focus { - outline: none; -} .m-container-inflatable > .m-row > [class*='m-col-'] > .m-note, .m-container-inflatable > .m-row > [class*='m-col-'] > .m-frame, .m-container-inflatable > .m-row > [class*='m-col-'] > .m-block, diff --git a/pr-preview/pr-11/static/m-light.compiled.css b/pr-preview/pr-11/static/m-light.compiled.css index 1e81a82..8347f64 100644 --- a/pr-preview/pr-11/static/m-light.compiled.css +++ b/pr-preview/pr-11/static/m-light.compiled.css @@ -1002,17 +1002,6 @@ figure.m-figure figcaption .m-figure-description a { border-right-width: 0; } } -img-comparison-slider.with-shadows { - --default-handle-shadow: 0px 0px 5px rgba(0, 0, 0, 1); - --divider-shadow: 0px 0px 5px rgba(0, 0, 0, 0.5); -} -img-comparison-slider.with-dark-divider { - --divider-color: rgba(0, 0, 0, 0.5); - --default-handle-color: rgba(0, 0, 0, 0.5); -} -img-comparison-slider:focus { - outline: none; -} .m-container-inflatable > .m-row > [class*='m-col-'] > .m-note, .m-container-inflatable > .m-row > [class*='m-col-'] > .m-frame, .m-container-inflatable > .m-row > [class*='m-col-'] > .m-block,