* Previous control checking flow:
* Current controller/keyboard (userbound controls).
* If on a menu:
* Current controller/keyboard (default controls).
* All controllers not in use by a player (default controls).
* New control checking flow:
* Current controller/keyboard (userbound controls).
* If player 0 and just checked a controller, check keyboard (userbound controls).
* If on a menu:
* Check all controllers not in use by a player (userbound controls).
* If keys are inaccessible/unbound and keybind is necessary to navigate menus, repeat eveyrhting with default controls.
* Instead of duplicated code, control the flow in a finer fashion.
* Now able to detect if gamepad inputs are possible to recieve (via checking deviceID), instead of assuming they are.
* If a keybind is set but inaccessible by the above metric, make it flash on the Profile Controls screen.
* Fix out-of-order key mappings for a given bind being invisible on the Profile Controls menu.
* Now properly converts ev->data1 to a control, instead of leaving it as an unfiltered axis number.
* Now checks it exceeds a deadzone (TODO: always p1's deadzone for now)
Still a lot of bugs in input support, but we're getting there.
* Replace the shitty vidwait option with Sal's shiny new fpscap option.
* Update the item toggles menu for all the new items (and re-enable shitsfree for the new empty spots).
ringconfig.cfg
ringprofiles.cfg
ringsavedips.txt
ringexec.cfg
ringserv.cfg
ringdata.dat
replay folder "ringracers"
Screenshots/gifs do not currently have adjusted name to prevent name leakage, we can change this later.
I think it was the realtics check...?!
The issue is still here but significantly better... I THINK?? I can't tell if I just hate this code so much I'm telling myself that it's better so I don't have to look at it anymore
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
* Fix majority of Battle resyncs.
* Change how Paperitem spawners work. Instead of rerolling the RNG if a map spot is already used, maintain a list of available spots...
* Correct over-the-network type of player->spheredigestion.
* Remove the condition that prevented the spheres' spawnpoints from being sent over the network, which meant they were only respawning on the host's end...
* Fix itemroulette on Battle playerarrow. (Rarely seen these days but still possible to observe as spectator for Break the Targets)
* Change draw order of Position Faces and Tab Rankings to allow for players' numbers to draw on top of the big out-of-bumpers X.