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Text Entry patch #2724
Text Entry patch #2724
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stepa2
commented
Aug 12, 2023
- Added 'Entered' output that indicates that player just entered the text
- Disabled background blur in UI
Why is this needed, the text output is triggered, is that not enough? |
I think entering the same text value would cause it not to trigger. Also is useful to have a normal output for indicating that it was triggered. Not sure what string gate you would use to convert to normal for that. |
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Please get rid of the 'hold' code. Especially for the fact that it allows a timer to exist forever.
Do you want me to remove it completely? It will break dupe compatibility. |
Any dupes with hold will just have the hold var ignored. Should leave it in the dupe args though so future code doesn't get incompatible. |
Some dupes may stop working without hold.
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I guess it is a small behavior change of text screen. I'm ok with it |
Text holding behavior can be used (was used by me, for example) as an alternative way to activate E2 on text change. |
Your e2 will still be activated by the Entered output, it will just happen on and off on the same frame. I don't know how that would break your use case. |
I added |
Ok, fine then. We need to add timer.Remove to the SENT's OnRemove function then. That's the last thing it needs. |
Can this PR be merged now? |