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input: allow multiple gamepad inputs to be registered for one button …
…in one frame (bevyengine#9446) # Objective - Currently, (AFAIC, accidentally) after registering an event for a Gilrs button event, we ignore all subsequent events for the same button in the same frame, because we don't update our filter. This is rare, but I noticed it while adding gamepad support to a terminal app rendering at 15fps. - Related to bevyengine#4664, but does not quite fix it. ## Solution - Move the edit to the `Axis<GamepadButton>` resource to when we read the events from Gilrs.
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