<feed xmlns='http://www.w3.org/2005/Atom'>
<title>eglantine-cirakg/src/input_common/drivers, branch nx2</title>
<subtitle>Mirror of github.com/cira0100/Eglantine-public nx2, a fork of Djihads80/Eglantine.</subtitle>
<id>https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2</id>
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<updated>2026-11-02T23:26:30+00:00</updated>
<entry>
<title>Merge pull request #338 from protonnegativo/fix/sdl-motion-log-spam</title>
<updated>2026-11-02T23:26:30+00:00</updated>
<author>
<name>Jonas</name>
<email>104419015+jojo-chaechae@users.noreply.github.com</email>
</author>
<published>2026-11-02T23:26:30+00:00</published>
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<id>urn:sha1:d75018d5e18dc9632d0a528d039a323a86b33a62</id>
<content type='text'>
input_common/sdl: only log motion capabilities when they change</content>
</entry>
<entry>
<title>input_common/sdl: only log motion capabilities when they change</title>
<updated>2026-11-02T20:13:08+00:00</updated>
<author>
<name>Dennys Kaluzny Pereira</name>
<email>64793570+protonnegativo@users.noreply.github.com</email>
</author>
<published>2026-11-02T18:05:40+00:00</published>
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<id>urn:sha1:80bfef8e0c5f9d3112424d04062afbe6c3968320</id>
<content type='text'>
On the Steam Deck the log was flooded with the same gyro message, over
3000 times in a single session.

Motion capabilities are now only logged when they change, and the sensor
restart interval grows exponentially (up to 64x) while the sensor keeps
returning zeroed data.

Tested with Pokemon Pokopia on the Steam Deck: from ~42 messages in 33s
down to 1 for the whole session, controls working normally.

Assisted-by: Claude Opus 5.5 (debugging, code, and drafting this message)
</content>
</entry>
<entry>
<title>input: join calibration workers before destroying their owner</title>
<updated>2026-11-02T19:36:34+00:00</updated>
<author>
<name>snowstormxd</name>
<email>214507868+snowstormxd@users.noreply.github.com</email>
</author>
<published>2026-11-01T19:02:26+00:00</published>
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<id>urn:sha1:5e7a14c057578d1c8262bec6f0e252801b071e87</id>
<content type='text'>
The detached worker could use complete_event after its owner was destroyed. Retain and join it after signaling stop. Bind the test server to loopback on Windows and verify capture release across 32 cancellations.

Assisted-by: Codex (implementation, review and automated validation)
(cherry picked from commit 0eb7b4855f499838d056a0d5d678109318517e9d)
</content>
</entry>
<entry>
<title>refactor: remove unused gamepad button and axis event handling in SDLDriver</title>
<updated>2026-10-31T18:26:04+00:00</updated>
<author>
<name>kraibse</name>
<email>33869366+kraibse@users.noreply.github.com</email>
</author>
<published>2026-10-31T18:15:50+00:00</published>
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<id>urn:sha1:c08864b3fed3b6c70418af0e1305395459e266c8</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix game list crash, unresponsive macOS menu, and missing SDL gamepad input (#100)</title>
<updated>2026-10-31T13:33:08+00:00</updated>
<author>
<name>QuantumDriftDev</name>
<email>350698041+QuantumDriftDev@users.noreply.github.com</email>
</author>
<published>2026-10-31T13:33:08+00:00</published>
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<id>urn:sha1:d4e2dc88611252748b8dc3bb70baf56fc8bd2256</id>
<content type='text'>
* game_list: fix crash when scanning games by removing nested event processing

Assisted-by: DeepSeek V4 Pro (root cause diagnosis and fix)
Signed-off-by: QuantumDriftDev &lt;350698041+QuantumDriftDev@users.noreply.github.com&gt;

* macos: fix unresponsive application menu by removing the SDL/Qt event loop conflict

Assisted-by: GPT-6.1 Sol (root cause diagnosis and implementation)
Signed-off-by: QuantumDriftDev &lt;350698041+QuantumDriftDev@users.noreply.github.com&gt;

* input_common: handle SDL gamepad button and axis events

Assisted-by: DeepSeek V4 Pro (implementation)
Signed-off-by: QuantumDriftDev &lt;350698041+QuantumDriftDev@users.noreply.github.com&gt;

---------

Signed-off-by: QuantumDriftDev &lt;350698041+QuantumDriftDev@users.noreply.github.com&gt;</content>
</entry>
<entry>
<title>Revert 	[input_common/joycon] Enumerate SDL devices iff SDL signals change (#4486) (#4545)</title>
<updated>2026-10-17T22:17:28+00:00</updated>
<author>
<name>John</name>
<email>john@eden-emu.dev</email>
</author>
<published>2026-10-17T22:17:28+00:00</published>
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<id>urn:sha1:de7e6e01d43e8cf2ec193d74fa053b0d7949955f</id>
<content type='text'>
Due to causing the platform windows to crash when a controller is activated.

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md).
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

Co-authored-by: Your Name &lt;John@John.localdomain&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4545
Reviewed-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Reviewed-by: Maufeat &lt;sahyno1996@gmail.com&gt;
</content>
</entry>
<entry>
<title>[input_common/joycon] Enumerate SDL devices iff SDL signals change (#4486)</title>
<updated>2026-10-14T19:24:58+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-10-14T19:24:58+00:00</published>
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<id>urn:sha1:14da4482a4668928bad43bb67ef12f96b9c9d972</id>
<content type='text'>
As per SDL documentation this is the "desired" loop.

&gt; Enumerating the HID devices is an expensive operation, so you can call this to see if there have been any system device changes since the last call to this function. A change in the counter returned doesn't necessarily mean that anything has changed, but you can call SDL_hid_enumerate() to get an updated device list.

https://wiki.libsdl.org/SDL3/SDL_hid_device_change_count

Signed-off-by: lizzie &lt;lizzie@eden-emu.dev&gt;

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4486
Reviewed-by: Maufeat &lt;sahyno1996@gmail.com&gt;
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
</content>
</entry>
<entry>
<title>[input/sdl] nuke SDL_Vibration thread (#4299)</title>
<updated>2026-10-14T19:24:35+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-10-14T19:24:35+00:00</published>
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<id>urn:sha1:fb51a1253447a2655382d3cf952c4c470a1d96c6</id>
<content type='text'>
Signed-off-by: lizzie &lt;lizzie@eden-emu.dev&gt;

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

isn't it net faster to just...send things, serially?
especially since vibration occurs so non-often...
i dont think it would cause any issues

TEST: if this causes ANY sort of perf regression on games
when the thing vibrates WITH AN SDL CONFIGURED GAMEPAD OR WHATEVER

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4299
Reviewed-by: Maufeat &lt;sahyno1996@gmail.com&gt;
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
</content>
</entry>
<entry>
<title>[input] Fix mouse drift on Qt/SDL frontends (#4352)</title>
<updated>2026-09-14T01:26:22+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-09-14T01:26:22+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=d9159fefdd9e8850e550dd47cc59d7da999a2380'/>
<id>urn:sha1:d9159fefdd9e8850e550dd47cc59d7da999a2380</id>
<content type='text'>
Fixes regression from #4229

Mouse wasn't updated periodically to prevent "infinite drift".

Timer for polling is now controlled by frontend directly, this should reduce latency considerably and wasted cycles spinwaiting, it also removes an extra thread which is always welcome.

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4352
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[common] remove unused vector_math.h fluff (#4333)</title>
<updated>2026-09-08T18:39:39+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-09-08T18:39:39+00:00</published>
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<id>urn:sha1:fdd8d4252c60b055cac2d792b414ba15046d484d</id>
<content type='text'>
Signed-off-by: lizzie &lt;lizzie@eden-emu.dev&gt;

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

We don't use half of this file for anything -- it's dead code
also the NEON intrinsic replacements suck -- we are not beating GLM (plus we use registers for decomposition instead of using vec regs like everyone else does, so the "optimizations" dont matter)

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4333
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Reviewed-by: Maufeat &lt;sahyno1996@gmail.com&gt;
</content>
</entry>
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