## [0.9.3-preview] - 2019-8-15 ### Fixed - `XInputController` and `XboxOneGamepad` no longer have two extraneous, non-functional "menu" and "view" buttons. - Fixed `InputUser.onUnpairedDeviceUser` ignoring input on controls that do not support `EvaluateMagnitude`. * This led to situations, for example, where `PlayerInput` would not initialize a control scheme switch from a `<Mouse>/delta` binding as the delta X and Y axes do not have min&max limits and thus return -1 from `EvaluateMagnitude`. - Fixed available processor list not updated right away when changing the action type in the Input Action editor window. #### Actions - `NullReferenceException` when the input debugger is open with actions being enabled. - When selecting a device to add to a control scheme, can now select devices with specific usages, too (e.g. "LeftHand" XRController). ### Changed - Removed `timesliceEvents` setting - and made this tied to the update mode instead. We now always time slice when using fixed updates, and not when using dynamic updates. - When adding a composite, only ones compatible with the value type of the current action are shown. This will, for example, no longer display a `2D Vector` composite as an option on a floating-point button action. - The `InputState.onChange` callback now receives a second argument which is the event (if any) that triggered the state change on the device. ### Added - `InputSystemUIInputModule` can now track multiple pointing devices separately, to allow multi-touch input - required to allow control of multiple On-Scree controls at the same time with different fingers. - Two new composite bindings have been added. * `ButtonWithOneModifier` can be used to represent shortcut-like bindings such as "CTRL+1". * `ButtonWithTwoModifiers` can be used to represent shortcut-like bindings such as "CTRL+SHIFT+1".