Mark Actors meant to travel early so their flag can be written into the snapshot, followed by moving them over all at once at the same time as previously. On finish, destroy any marked Actors to prevent duplication in hubs. Switch to a unique function that does the verification instead of ChangeStatNum and lock out STAT_TRAVELLING entirely since it shouldn't be used for regular gameplay.
Added safety barriers for STAT_STATIC and STAT_TRAVELLING to avoid potential exploits. Properly clear all internal fields pointing towards non-read barriered data and always relink properly when finishing travelling. Moved ZScript callback to after travelling has finished for all Thinkers, that way everything is initialized correctly. Allow arbitrary thinkers (excluding native ones) to be added to the travelling list (for Actors, their positioning will need to be handled by modders). Ensure lights get re-enabled after travelling.
Allows the SavegameManager to destroy all saves related to the current UUID session so hardcore mods can enforce this safely instead of needing to go nuclear.
* 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
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.