i mean action state 5 (so the 6th one since they start from 0) i did watch all the vids linked on the release announcement and dont recall seeing anything about that, though i'll check again.
at any rate, the new input scripts from the platformer folder are a complete mess, they're gigantic, they do tons and tons of redundant checks, and on top of that, they again break all the animations (try holding left or right while jumping) you cant return to walking animation without letting go of the button, and iv'e been fighting with this for 2 hours now because i have no idea why it does that now, since the scripts are so massive and convoluted.
oneway blocks are also broken (thied commenting out the LDA as was posted on another thread) but i believe the check in the jump script regarding the one way platforms is actually what breaks it.
i checked my input assignments some 150 times now, and i also rewrote them multiple times in various forms of complexity, but there's something else going on here, the animation glitches can't be weeded out by simply doing state checking anymore.
(i also tried using my old input assemblies from 4.0.11 and while they work perfectly there, they're completely broken in 4.1.0 too.)
i dont know, it's all just a terrible, terrible cluster**** at the moment. not to mention that the physics of jump are now controlled in some weird location i have once again no idea about..... i had varjump controlling the fall height and the "tightness" of the jump on button release, but those have no effect whatsoever anymore to the jump physics..
*sigh* and i JUST finished setting the physics the way i wanted -__-
i might actually just roll back to 4.0.11 and finish the game without scroll. if setting basic input animations is this complicated in the new version, i dont really even want to know what else i will run into.
edit: a little further digging reveals that a new file called ExtraControllReadCode.asm is responsible for hardcoding down button press to action state 5 (for god knows what reason)
also the reason why animations are not really functioning as they should, is because for whatever reason, the object's state settings (where you set endanimation/endaction et cetera) completely overrides what you write in your input assemblies, making all the animation glitch checks i wrote completely useless.
at this point in time im honestly clueless of how to approach this, i've been working with the files on 4.1.0 for some 5 hours now, and so far i dont even have basic inputs working so that they are not glitching allover the place.