* Cleanup: Alignment, long lines, Replace 0 with SDLK_UNKNOWN
* Gamecontroller api analogue input
* Added some button handling
* Added mapping for other buttons
* Added trigger events
* Added force_joystick flag
* Removed force_joystick flag
Rationale:
1. It was actually broken lol
2. I cannot think of a case where enabling this would be a useful thing for
gzdoom. If the user is using a gamecontroller, it is pointless. If they are
not using a gamecontroller, it will just default to using the joystick api.
If they are not using a gamecontroller, but SDL thinks they are, it is an
SDL bug, and will be reported and fixed
* Modified default mapping
* Added analogue to digital threshold
* Added analogue response curve
* Per axis settings
* Fixed controller reconnect
* Added threshold and curve to IJoystickConfig
Enabled saving of settings
* Added stubs
* Cleanup
Constants are no longer defines.
Constants are mostly shared between backends.
Moved some logic to m_joy
* Implemented xinput stubs
* Implemented dinput stubs
* Implemented ps2 stubs (untested)
* Fixed inclusive check
* Implemented osx stubs (untested)
* Fixed curve implementation
No longer savable, I screwed the curve function up.
I though it needed 2 control points, but it needs 4.
Need to re-do controller settings :(
* Now using CubicBezier struct
* Fixed SetDefaultConfig to match xinput behavior
* Expanded gamepad CCMD
* Rename enum JoyResponseCurve to EJoyCurve
* Initial menu implementation
* Fixed SDL controller setting saving
* SDL gamepads can now actually be disabled
* Fixed initial controller connect of some versions of SDL
* Spelling error
* Enable gamepad by default
* Fixed segfault on some versions of SDL
* Only block keydown
Attempts to balance periods of rough traffic by putting in an artificial delay, smoothing playback but further increasing input delay. This can be disabled with net_ticbalance.
Readds the feature to allow players to ready up during stat screens and intermissions instead of autoskipping based on whoever closed it. Comes with a variety of ways to tweak this behavior such as percentage-based auto starting (with a timer), the ability to unready as needed, and who can control it. Players will still be able to skip through individual screen jobs within the runner while waiting to ready up.
- Use a Light theme to clearly differentiate GZDoom from VKDoom
- Moved the version label to not visually clash with the banner graphics
- Added unique graphics for the banner and the BOOTLOGO
- Changed the loading bar color to match GZDoom's logo
1. DoubleTapControl: Simply assigns a double-tap key to a command.
2. DoubleControl: Assigns a standard key press to a command and uses the same key to make a double-tap bind to the second specified command.
- Also add an "intensity" parameter for A_AttachLight in ZScript.
Note that for any kind of light overbrightening to do anything at all, one of the unclamped LightBlendModes in MAPINFO must be enabled.
Fixed a potential loop crash caused by an undefined amount int in TakeInventory (and derivatives) now it will assume if by is less than 1 that the item is to be destroyed.
* add getters for frame poses
* fix missing joint in GetJointPose
* clean up models_iqm.cpp
* clean up usage of I_GetTimeFrac, split out matrix calculation into its own function
* clean up SetModelBoneRotationInternal
* clean up a few float <-> double and unsigned <-> signed warnings
* fix more warnings
* further clean up warnings
* split mode ObjectToWorldMatrix stuff
* initial work on bone getters, matrix hell
(the matrix/vec3 multiplications are probably wrong af, just gotta add more stuff 'till i can test it)
* clean up matrix math
* GetBone/TransformByBone
* fix GetBoneFramePose
* fix ObjectToWorldMatrix
* fix missing array resize
* raw matrix getters (for use with gutamatics/etc)
* reverse matrix mult order
* replace GetBoneLength/GetBoneDir with GetBoneBaseTRS
* fix GetBonePosition, remove GetBoneWorldMatrix as it's useless
* GetBonePosition
* deduplicate code
* rename GetBonePosition to GetBoneBasePosition to avoid confusion
* GetBoneBaseRotation
* GetBonePosition helper function
* forgot include_offsets