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- Added setDeadzone(), getDeadzone(), and resetDeadzone() methods to GameInputPlayer - Support for stick-level (e.g., 'leftStick') and axis-level (e.g., 'leftStick.x') configuration - Runtime deadzones override model-defined deadzones - Backward compatible - uses model deadzones when no runtime override set - Added comprehensive tests with 23 test cases covering all functionality Co-authored-by: lunarcloud <1565970+lunarcloud@users.noreply.github.com>
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[WIP] Add per-axis deadzone configuration API
Add runtime deadzone configuration API
Feb 18, 2026
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Describe your changes
Deadzones were previously baked into
AxisAsButtonmodel definitions. This PR adds runtime deadzone configuration per player/axis.New API on
GameInputPlayer:setDeadzone(path, value)- Configure deadzone at runtime (value: 0.0-1.0)'leftStick','rightStick','trigger''leftStick.x','leftStick.y','trigger.left', etc.getDeadzone(path)- Query current deadzoneresetDeadzone(path?)- Clear overridesImplementation:
Map<string, number>getStickVector(),getNormalizedStickVector(),getNormalizedTriggerValue()to check for overrides before using model defaultsExample:
Use cases: Accessibility settings, worn controller compensation, precision gaming, per-game preferences.
Describe your testing
Added 23 test cases covering:
getStickVector()andgetNormalizedStickVector()All 2177 tests passing. CodeQL scan clean.
Issue ticket number and link
#[issue number]
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