Build 8008
SVN-
Generale
Amend r7987 to only clear input if actually in the menu
Nickname SVN e nomi Git sono unificati per persona.
Amend r7987 to only clear input if actually in the menu
Update md3_vox_calcmat_common to solve a sporadic voxel flickering issue
Patch by Nuke.YKT.
Fix use of wrong macros for game controller buttons in game-side input.cpp
Revert "This should be enough for SDL controller hotplug support but I haven't tested it"
Revise r8001
This should be enough for SDL controller hotplug support but I haven't tested it
This timing stuff actually works
It doesn't help when it turns out the compiler is broken and implementing std::chrono::high_resolution_clock as something that only counts in ms instead of properly aliasing it to std::chrono::steady_clock!
Call A_GetZLimits() for sprites in the map at load time
Apply the BUILDART patch at long last.
Open the User Map menu to a folder named "usermaps" if one exists.
usercontent flag
Don't adjust analog turning because of the Run gamefunc
Amend r7993
Add userdef .gamepadactive
Use gamepad button names for Y/N prompts when most recently active
Add getgamefuncbind
Track whether keyboard or gamepad input was last received
Replace implementation of crouch toggle in a way that won't interfere with other uses of the crouch key, such as swimming and jetpacking.
TODO: Make this work over the network.
Fix grpinfo reading in Mapster32
Thanks to Doom64hunter.
Disable drawing sprite arrows and borders in the automap in FURY mode
Allow gamepads to accept text entry fields
Fix gamepad analogs not working in menus when in game
Add gamepad axis inversion toggles
Re-introduce functionality removed in r7975, with improved timing
Replace separate timer implementations in SDL and Winlayer with a shared implementation based on std::chrono
There's no way this is correct.
Name fix, I guess?
Fix remaining casts to vec2_t/vec3_t
Rename "Joystick" to "Gamepad" in menus
Add verification screens to color correction, keyboard, and joystick resetting options
Implement contoller analog 0 in menus very hackishly
Replace "Joystick" config strings with "Controller" to reset defaults
Implement controller defaults
Add Third Person View gamefunc
VS made me change these newlines to CR LF
Add SetupAPI.lib to VS build system for SDL 2.0.10
Disable manifest file generation on all platforms
Add VS2019 detritus to .gitignore
VS made me update the platform toolset here
Move auto aim option to Control Setup
Make use of SDL2's Game Controller API.
Thanks to JonoF for his take on this.
Fix binding joystick digital axes in the menu
Report 16-bit analog axis precision to the game instead of arbitrarily truncating it to ~14.3 bits.
Fix bug where "standing" on top of a sprite structure underwater would cause the player to act as if they were no longer underwater
Another attempt at improving/fixing the fps limiter
Add automapping var to Gv_RefreshPointers()
Better behaved falling actors
Change actor/player context of EVENT_SCREEN
Fix how analog axis values are used by the game code, part 2: aiming.
Mouse movement is no longer funneled through analog axis handling.
Fix how analog axis values are used by the game code, part 1: movement.
Turning and looking will require me to disentangle CONTROL_GetMouseDelta from the rest of CONTROL_PollDevices.
Fix mouse and joystick menu slider scales
Blank out old-style joystick defaults because they're irrelevant in 2019.
Fix bugs with unbound mouse and joystick controls not saving properly.
Enable joysticks by default because better that than figuring out how to parse settings.cfg multiple times without breaking something.