Patch 1.4.3.3 Hotfix Notes
[p]Here's a small serving of hotfix patchnotes before we're off to enjoy our Thanksgiving feasts tomorrow! We're still tracking and working on other issues related to controllers, so please keep bug reports coming as we weed out issues.[/p][p][/p][h3]Controller Updates[/h3]
[/p][p][/p][p]Also fixed in an unnumbered hotfix on Tuesday 11/25:[/p]
- [p]Fixed digital GCC trigger release immediately setting value to 0 instead of the actual analog value of the trigger.[/p]
- [p]Fixed a bug where unplugging a GameCube adapter didn't mark used playerslots as open. This effectively soft locked the playerslot until you left the character select screen and reentered.[/p]
- [p]We've been made aware of a bug where when you plug in a controller it seems to copy the controls of the existing controller. IE: P1 is a Switch Pro controller and P2 plugs in a PS5 controller, the PS5 will now show the same glyphs as the Switch Pro controller and have the same control bindings. From what we can tell this is an issue with Steam Input. Please disable Steam Input for the time being if you encounter this while we are working on a more permanent solution. You can do this easily without affecting other games by right clicking Rivals II in your Steam library, clicking "Properties...", choosing "Controller" in the popup sidebar, and then setting the dropdown menu on the right to "Disable Steam Input".[/p]
- [p]Fixed not being able to pick a tag online if you're player 2 or above.[/p]
- [p]Added trigger tricking for GameCube controllers.[/p]
- [p]Added support for GameCube digital only triggers.[/p]
- [p]Fixed not being able to cycle forward (with right bumper) your palette color in casual queue.[/p]
- [p]Input display toggle is now accessible in replays.[/p]