- May 5, 2024
- 448
- 990
Just a small update this week, wasn't sure I was going to even bother but then I tried to fix an annoying issue with using keyboard controls during Midnight Play and found something that I think works. Aside from that, very few script changes, and hopefully I didn't accidentally mess up some line somewhere just doing other stuff...
So the thing that might be interesting is the new config option, NightCursorRefresh. It only has any effect if keyboard controls for Midnight Play are enabled and is intended to address the annoying issue where the cursor changes its position and goes invisible while you're trying to have a good time. I think the reason the game does this is because of inactivity, but I can't find where it actually calls the function that does it so I couldn't fix it directly. Frustratingly, simulated mouse inputs do not seem to count as activity. However, when the cursor moves to the edge of the window where it changes to the resize icon, this registers as mouse activity, so I made a function to automatically refresh the cursor by shoving it all the way to the top corner for a frame before bringing it back to where it was every ~50 seconds, which in testing seemed to prevent it from going invisible. Also added a manual refresh that can be performed with R, which works even if the automatic option is disabled if you find the automatic refresh too distracting or something (I tried to make it as unintrusive as possible but still). This might not work in fullscreen mode (no idea), but the sprite scaling looks terrible doing that anyhow so it's fine, right?
Anyway, gonna work on some stuff that might never see the light of day![KEK :KEK: :KEK:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
So the thing that might be interesting is the new config option, NightCursorRefresh. It only has any effect if keyboard controls for Midnight Play are enabled and is intended to address the annoying issue where the cursor changes its position and goes invisible while you're trying to have a good time. I think the reason the game does this is because of inactivity, but I can't find where it actually calls the function that does it so I couldn't fix it directly. Frustratingly, simulated mouse inputs do not seem to count as activity. However, when the cursor moves to the edge of the window where it changes to the resize icon, this registers as mouse activity, so I made a function to automatically refresh the cursor by shoving it all the way to the top corner for a frame before bringing it back to where it was every ~50 seconds, which in testing seemed to prevent it from going invisible. Also added a manual refresh that can be performed with R, which works even if the automatic option is disabled if you find the automatic refresh too distracting or something (I tried to make it as unintrusive as possible but still). This might not work in fullscreen mode (no idea), but the sprite scaling looks terrible doing that anyhow so it's fine, right?
Anyway, gonna work on some stuff that might never see the light of day
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