bevy_input: fix repeated gamepad events#1221
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Previously, if the actual value of LeftStickX was e.g. 0.034 and fluctuated a little bit (less than the threshold) it would repeatedly send out events, because it compared the value to the *filtered* old one - 0.0 - which is more then `0.01` (the threshold) away. The is fixed by first doing the deadzone and then comparing to the old value. Another possible solution would be to store both the actual old value and the filtered one, but that would add complexity.
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Jan 27, 2021
Previously, if the actual value of LeftStickX was e.g. 0.034 and fluctuated a little bit (less than the threshold) it would repeatedly send out events, because it compared the value to the *filtered* old one - 0.0 - which is more then `0.01` (the threshold) away. The is fixed by first doing the deadzone and then comparing to the old value. Another possible solution would be to store both the actual old value and the filtered one, but that would add complexity.
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Previously, if the actual value of
LeftStickXwas e.g. 0.034 and fluctuated a littlebit (less than the threshold) it would repeatedly send out events,
because it compared the value to the filtered old one - 0.0 - which is
more then
0.01(the threshold) away.The is fixed by first doing the deadzone and then comparing to the old
value.
Another possible solution would be to store both the actual old value
and the filtered one, but that would add complexity.