- Add menu control fallbacks.
- If it could not find a bind using your existing keys, then it looks at default controls.
- If it could not find it then, and you're P1, then it looks through gamepads, and then lastly settles for keyboard.
- Changed around the order of operations on the character select menu, to accommodate for this change.
- Added initroutine to menu_t, which is called every time without question when going to a new menu. This solves many, many minor bugs you could experience in the character select menu when changing between menus, due to things only being properly reset when selecting the character select menu option.
Events have a player ID instead of adding billions of keys for separate gamepads. Axis movement (mouse movement, analog sticks) now are counted as keys, so axes don't need to be separately implemented for all controls. Game controls emulate a Saturn controller (some of the external functions like screenshot / gif should be readded, but I got lazy)
This will allow later us to save a config for a controller that can be reused for any player slot, which is one of the main goals for profiles.
Only just enough was made to use the new input system to make it compile. Menus in this branch should aim to move to using PlayerInputDown entirely, instead of using hardcoded keys & simply remapping to those
- Sprite tilts back and forth 5.625 degrees, two tics each
side, for 17 tics (half a second).
- Turning is ignored--as if in the air--every other tic
during those 17 tics.
Instead of figuring out where it should be every tick while it's visible, store where it'll be at the start of the map.
Also moved finish line beam into a new file, k_race.c/h, for any Race-specific code.
A few unused variables for sprint map support later too
* Fix the screen being stuck black at the very start of start record attack.
* Bump up the demoversion to 7, because I want all previous v2 demos to be guaranteed kaput (it was previously 4, but 7 is a nice number).
* Fix a ton MORE shitcausing misalignments in the replay system, this time specifically focused on getting ghosts functional.
* Plug a few holes in the "best lap" record implementation that allowed for stupidly easy records due to the way v2's finish lines work.
* Make a few follower-related things sane, to prevent spurious console prints that were getting in the way of my test prints.