2 is a valid value, but it was overwriting when >= 2.
I was able to test that 2+ works, even without any code changes, by using `+gl_pipeline_depth 2` on command line. Some weird order of operations doesn't change the value back before the renderer checks its value. (Which, tbh, is kind of scary? But I don't have to spoons to investigate right now, or if it matters for anything else.)
924b8e0e78 Fix scroll size issue
f0344ed99b Add option to hide scrollbar when no scrolling is to be had
f7b01d6625 Remove stray sdl
214d098353 Theme role improvements
82d0431ca5 Textedit highlight now follows theme
373ab3f4ca Added hex Colorf alias
5ea6d5a62a Reduced duplicate code
a92e045b18 Simplified theme
d076c9991c Expanded example
e4556c97df Named colors
6d9300c742 Fix COM thread error
6499e5c523 Add null pointer checks
f9d5724210 Fix x11 backend locking up Implement raw mouse input support (XInput 2.0) Fix x11 DPI scaling
4a86fb5056 XInitThreads must be called when using vulkan
8095090774 Add DPI scale to X11 backend
02fb328172 Mute a bunch of warnings
f13c745a63 Fix typo
5689bf5edd Merge in changes from SurrealEngine Use C++20 Make SDL2 optional
git-subtree-dir: libraries/ZWidget
git-subtree-split: 924b8e0e786093708c0d73419a347f8e6ffe55d6
As requested.
DirectInput-only controllers are already getting rarer and rarer. Plus, this branch makes all controllers faster & simpler to rebind. I'd even argue these get in the way, because you can't just immediately bind a DInput controller from boot-up, you have to unbind everything first.
I'm not against a new code path for DInput defaults that tries to guess what kind of controller you have, but I don't care about it myself.
Add options to change how fast the analog sensitivity is for yaw & pitch.
Why not use the existing axis sensitivity options? Because they can change how the deadzones and input response preform, and you have to balance several options. In my opinion, those sensitivity options should be for full-on stick calibration (if your stick is not outputting the full range, for instance). But how fast the player should be able to look around is up to the user's taste, regardless of the stick they're using. This also helps make it match up with how mouse sensitivity is split up (i.e: device sensitivity vs game logic sensitivity)
Default analog pitch sensitivity has been drastically lowered, from 2048 (x1.6 yaw sensitivity) to 768 (x0.6 of yaw sensitivity). I don't think I've ever heard of any FPS game on controller before that makes pitch more sensitive than yaw... it is either the same or lower, because players typically want to stay looking in the horizon, and analog stick isn't precise enough to treat them evenly (let alone more sensitive). IMO this is a lot more playable, but I can change the default back to match older versions if that is preferred.