Godot Engine v4.7.1.stable.official.a13da4feb - https://godotengine.org DEV_USER_DIR: E:/GDRIVE/SERVEUR ET PRODUCTION WEB/2025/REBIRTH/BIG EGG/big-egg-3d/tools/dev/runs/20261011-000412-checks-g4kg7av1/input_scheme/appdata/Godot/app_userdata/BIG EGG 3D (branche) BIG EGG data: loaded 90 ingredients, 60 enemies, 53 recipes, 23 customers, 128 variables, 125 facts and 175 upgrade nodes from res://data/game_data_master.json [MCPRuntimeServer] port: scanning 6570-6585 (default) [MCPRuntimeServer] listening on 127.0.0.1:6570 [MCPRegistry] runtime port 6570 registered for e:/gdrive/serveur et production web/2025/rebirth/big egg/big-egg-3d ERROR: INPUT SCHEME: the aim assist does not lock onto the nearest beast in front: (1.0, 0.0) at: push_error (core/variant/variant_utility.cpp:1023) GDScript backtrace (most recent call first): [0] check (res://scripts/core/input_scheme_check.gd:52) [1] _pad_aim (res://scripts/core/input_scheme_check.gd:274) [2] _run (res://scripts/core/input_scheme_check.gd:76) [3] _berimbau (res://scripts/core/input_scheme_check.gd:250) [4] _press_secondary (res://scripts/core/input_scheme_check.gd:203) [5] _physics (res://scripts/core/input_scheme_check.gd:60) ERROR: INPUT SCHEME: the aim assist ignores which way the hero faces: (-1.0, 0.0) at: push_error (core/variant/variant_utility.cpp:1023) GDScript backtrace (most recent call first): [0] check (res://scripts/core/input_scheme_check.gd:52) [1] _pad_aim (res://scripts/core/input_scheme_check.gd:279) [2] _run (res://scripts/core/input_scheme_check.gd:76) [3] _berimbau (res://scripts/core/input_scheme_check.gd:250) [4] _press_secondary (res://scripts/core/input_scheme_check.gd:203) [5] _physics (res://scripts/core/input_scheme_check.gd:60) ERROR: INPUT SCHEME: the d-pad does not move to the next prepared dish at: push_error (core/variant/variant_utility.cpp:1023) GDScript backtrace (most recent call first): [0] check (res://scripts/core/input_scheme_check.gd:52) [1] _pad_gear (res://scripts/core/input_scheme_check.gd:306) [2] _press_action (res://scripts/core/input_scheme_check.gd:295) [3] _physics (res://scripts/core/input_scheme_check.gd:60) ERROR: INPUT SCHEME: the HUD does not frame the selected dish (0) at: push_error (core/variant/variant_utility.cpp:1023) GDScript backtrace (most recent call first): [0] check (res://scripts/core/input_scheme_check.gd:52) [1] _pad_gear (res://scripts/core/input_scheme_check.gd:315) [2] _press_action (res://scripts/core/input_scheme_check.gd:295) [3] _physics (res://scripts/core/input_scheme_check.gd:60) ERROR: INPUT SCHEME: R does not switch to the next main weapon at: push_error (core/variant/variant_utility.cpp:1023) GDScript backtrace (most recent call first): [0] check (res://scripts/core/input_scheme_check.gd:52) [1] _pad_gear (res://scripts/core/input_scheme_check.gd:332) [2] _press_action (res://scripts/core/input_scheme_check.gd:295) [3] _physics (res://scripts/core/input_scheme_check.gd:60) ERROR: INPUT SCHEME: the d-pad down does not switch the off-hand weapon at: push_error (core/variant/variant_utility.cpp:1023) GDScript backtrace (most recent call first): [0] check (res://scripts/core/input_scheme_check.gd:52) [1] _pad_gear (res://scripts/core/input_scheme_check.gd:336) [2] _press_action (res://scripts/core/input_scheme_check.gd:295) [3] _physics (res://scripts/core/input_scheme_check.gd:60) ERROR: INPUT SCHEME: A does not take the fixture under the build cursor at: push_error (core/variant/variant_utility.cpp:1023) GDScript backtrace (most recent call first): [0] check (res://scripts/core/input_scheme_check.gd:52) [1] _pad_restaurant (res://scripts/core/input_scheme_check.gd:388) [2] _tap (res://scripts/core/input_scheme_check.gd:450) [3] _send (res://scripts/core/input_scheme_check.gd:444) [4] _frames (res://scripts/core/input_scheme_check.gd:56) INPUT SCHEME CHECK: FAILED (7)