- Input handling is done straight in G_MapEventsToControls
- If a keyboard event is received, switch off virtual
keyboard
- Removed the input lock while virtual keyboard is
sliding away
- If a gamepad event is received, and it is a change of at
least half the full range, switch on virtual keyboard
Resolves#704
Now converts to skin prefcolor in:
- Player menu party
- Challenges menu
- Why it's done on this branch - want to avoid merge conflicts
- Gamepad indicator
- Actually fixes a bug at the same time for skins with nonstandard startcolors
- No need to call CV_RegisterVar
- Cvar definitions live in only one file, easier to locate
- Organized into sections -- netvars, cheats, etc.
- Use builder pattern to initialize cvars
- Still need to extern if you want to read the cvar value
- Will silently merge conflict with !1093, make sure to adjust PROFILEVER handling
- (profile_t *)->rumble
- cv_rumble[MAXSPLITSCREENPLAYERS]
- cv_dummyprofilerumble
- Disables all current rumbles when toggling off
- Prevents new rumbles from being set while turned off
- gc_rankings, bound to TAB by default
- Now a toggle, rather than a hold behaviour
- Rearrange HU_Drawer to have chat (and cecho/music credits) render over everything else (like, say, tab rankings)
- Update PROFILEVER to 2 so we can add the new control to old profiles
* 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.
- Fix gamekeydown using FRACUNIT instead of JOYAXISRANGE
- Re-add spindash button functionality
- I put custom buttons back ... but they're now called "Lua" buttons A thru C because Custom was a dumb misleading name