chore(release): v0.16.2
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This commit is contained in:
Orkun ÇAKILKAYA 2026-09-15 23:27:04 +03:00
parent 9a43b14f80
commit 132deac5bc
3 changed files with 19 additions and 17 deletions

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@ -7,6 +7,24 @@ change type. Preview the next one with `ludic dev release --dry-run`.
A released section may carry a hand-written summary paragraph above its groups
(v0.2.0 has one); the generated bullets below it are not edited by hand.
## v0.16.2 — 2026-09-15
### Fixes
- **Keys are physical positions on Windows and macOS, whatever the layout** - `Input.key_down('w')`
is the key above S on every keyboard.
- **Windows** keyed the held set by the character the active layout gave a virtual key, so
a game's WASD belonged to whatever the layout put there: on AZERTY W and A were other
keys, and with an input method on (Chinese, Japanese, Korean) every letter arrived as
VK_PROCESSKEY and no letter key worked at all. The typing block is now read from the
scancode; the arrows, the numpad and the F-keys still go by virtual key, and the frame
key (`Input.key`, typing) keeps the layout's character.
- **macOS** did the same through `charactersIgnoringModifiers`; it now reads `keyCode`.
- **`Input.key_label(key)`** names a key for the player in their own layout - `'w'` shows
as "W" on QWERTY and "Z" on AZERTY - so a game that shows its bindings never shows a
key the player cannot find. Windows reads the layout; headless, macOS and the browser
give the US character.
## v0.16.1 — 2026-09-15
### Features

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@ -1 +1 @@
0.16.1
0.16.2

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@ -1,16 +0,0 @@
bump: patch
type: fix
**Keys are physical positions on Windows and macOS, whatever the layout** - `Input.key_down('w')`
is the key above S on every keyboard.
- **Windows** keyed the held set by the character the active layout gave a virtual key, so
a game's WASD belonged to whatever the layout put there: on AZERTY W and A were other
keys, and with an input method on (Chinese, Japanese, Korean) every letter arrived as
VK_PROCESSKEY and no letter key worked at all. The typing block is now read from the
scancode; the arrows, the numpad and the F-keys still go by virtual key, and the frame
key (`Input.key`, typing) keeps the layout's character.
- **macOS** did the same through `charactersIgnoringModifiers`; it now reads `keyCode`.
- **`Input.key_label(key)`** names a key for the player in their own layout - `'w'` shows
as "W" on QWERTY and "Z" on AZERTY - so a game that shows its bindings never shows a
key the player cannot find. Windows reads the layout; headless, macOS and the browser
give the US character.