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feat(input): full controller support, rebindable controls, and rotation fixes
Playing with a gamepad did not work: all six move_* actions had no joypad event at all, so a pad could yaw/pitch/roll/turbo but could not translate. Nothing caught it because every action existed and the game booted fine — no assertion checked that an action is reachable on *both* devices. Controller layout, on the 6DOF convention (left stick aims, right stick translates), using all six of the pad's analog axes for the ship's six degrees of freedom: left stick yaw + pitch right stick strafe + vertical LB / RB roll RT / LT forward / back L3 turbo R3 ball camera Input is now read with Input.get_axis instead of is_action_pressed, so triggers and sticks are proportional. Keyboard values are unchanged. Three rotation bugs found by measuring a real Ship rather than reading the code: - apply_torque() is world-space and the torque was never rotated into the hull's frame (unlike thrust, which uses -ship_basis.z). Roll input became pitch after a 90 degree turn and inverted at 180, so the controls were correct flying up-field and backwards flying back. - ship.tscn's inertia is Vector3(7, 1, 7) but a flat torque was applied to every axis, giving yaw 7x the angular acceleration of pitch and roll (172 deg/s vs 52). Torque is now scaled per-axis by inertia, so rotation_acceleration means rad/s^2 and all three axes match. Yaw is unchanged. - pitch_down pitched the nose UP: get_axis's arguments were reversed, so the I/K keys and the stick each did the opposite of their label. Menus were unusable on a pad for a separate reason: Godot 4.7 gives ui_up/down/left/right joypad events by default but leaves ui_accept and ui_cancel with none (verified against a pristine project), so a controller could move the highlight and never press anything. A confirms and B goes back. Gameplay exits on a new leave_gameplay action (Escape / Start) rather than ui_cancel, so carrying B for menus cannot abandon a live match. Bindings for both devices are rebindable in Settings -> Controls, persisted to user://input.cfg — a separate file from settings.cfg because VideoSettings.save() rewrites that file wholesale and would drop any section it does not know about. project.godot stays the source of truth for defaults; overrides are only ever a delta on top of a boot-time snapshot. Verified: 268 unit tests, the ENet integration gate, and a 16-sample before/after comparison of networked prediction residuals showing the physics change does not regress them (median 0.083m -> 0.065m). Note for follow-up: every policy in Game/bots/ was trained against the old sluggish, world-axis rotation and will over-rotate until retrained.
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@@ -1,6 +1,10 @@
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extends Control
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# Settings screen: player-facing video knobs on top of VideoSettings (the
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# Settings screen root, owning the Video tab and the shared Back button. The
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# Controls tab has its own script (controls_settings.gd) so this file stays
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# video-only; both tabs' state is committed in _on_back_pressed below.
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#
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# Video tab: player-facing video knobs on top of VideoSettings (the
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# autoload holding + persisting them). Preset/AA/vsync/fps-cap/resolution
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# scale apply immediately since they're Viewport- or DisplayServer-wide;
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# glow/brightness/shadow/SDFGI/SSIL/SSAO apply the next time an arena loads
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@@ -205,6 +209,10 @@ func _mark_custom_if_user_driven() -> void:
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func _on_back_pressed() -> void:
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VideoSettings.save()
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# Bindings are applied live as the player rebinds them (InputSettings.apply
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# runs on every change) but are only committed to disk here, matching how
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# the video knobs behave.
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InputSettings.save()
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get_tree().change_scene_to_file(ScenePaths.MAIN_MENU)
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