Update: the display issue is fixed, however there is a hard-coded limit to 65535 events that is difficult to remove as it involves either a MFA format change, or complex workarounds. I suggest that you either optimize your events or move a part of them to global events or objects behaviors.
Bonjour Yves,
Objet : Explorer
Serait-il possible dans la prochaine mise à jour de pouvoir afficher les images et non les icones dans les modes affichages de l'objet Explorateur(explorer) :
-Icones larges.
-Icones petites
Merci et bonne journée
Sounds good ^^ノ
But yea, I'm well ahead of you on the optimization part. Phi suggested that perhaps Fusion should warn or prevent you from adding Events once you reach that 65535 limit as it's still possible to insert Event Lines past that point, it's just not ideal lol
Someone brought my attention to a strange problem related to how built-in input works, cause it seems like the simple act of adding SDL Joystick object on the frame can cause the built-in keyboard input to get delayed after a few quick key presses...
Phi said SDL can't be moved to another thread so he can't fix it on the extension...
But the weirdest part (and what got me wondering if this could be fixed Fusion-side) is that somehow, the keyboard input delay only seems to happen with Debugger either disabled (also built as exe) or closed, but it doesn't seem to happen with Debugger open!
It seems to not be affected by the tree listview, closing all folders changes nothing, but closing or disabling the debugger itself and the issue starts to happen...
Got me thinking if Fusion handles the built-in keyboard presses differently when Debugger is open, perhaps in another thread to be able to display something on debugger (?), so when you close it runs on the main thread, causing the two to conflict somehow...
I'm probably wrong in this theory, but something on the Debugger itself changes this behavior... At first I thought it was because a drop in FPS or something but it doesn't seem to be the reason.
I'm using Phi's version of SDL Joystick object, this probably also happens with the original one, you can find Phi's version at Dark-Wire or his Github.
Here's the mfa to replicate the issue, cause I think some other objects may cause a similar problem.
SDL keyboard delay.mfa
Edit: Phi looked at it and the only possible delay is Handle() or GetDebugTree(), and the second shouldn't happen if the debugger is gone... Could be the point where the issue starts.
Following on from the above...Yves, it would be really great if we could get a Clickteam-made gamepad that works out of the box. We have to jump through many hoops just to get gamepads working properly using the various outdated and/or community-made extensions. And as the previous post suggests, the difficulties don't seem like they're going away any time soon.