- 03 Jun, 2021 7 commits
-
-
Richard Gobeille authored
Duke3d: first pass at implementing rotatesprite position interpolation for the weapons and hands and whatnot
-
Richard Gobeille authored
-
Richard Gobeille authored
This is only really in the engine to avoid codedup across all supported games.
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
This fixes a longstanding bug with the TELEPORTER sound. Unfortunately, I no longer remember what problem this distance check was added to address.
-
- 02 Jun, 2021 33 commits
-
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
This is most of the work to support force feedback (rumble) for controllers, but it isn't hooked up to anything yet. Your controller will rumble once during game startup.
-
Richard Gobeille authored
This converts the storage for LOOGIE sprite coordinates to vec2_16_t and reduces the storage to 6 sets of coordinates, the max the game uses.
-
Richard Gobeille authored
-
Richard Gobeille authored
Duke3d: experimental game controller tweak to weight aiming movement toward whichever axis has the highest input Enable with the 'in_joyweight' cvar. Values are 1-10, 0 for disabled.
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
-
-
Richard Gobeille authored
The support will remain internally, but these aren't useful for the vast majority of users using modern controllers, serving only to overwhelm them with options that are of limited use. This has the bonus of letting the entirety of the standard Xbox controller's buttons fit on one screen without scrolling.
-
Richard Gobeille authored
engine: add joyHasButton() function to determine whether a controller has a particular button or not This is needed because not all controllers supported by SDL's game controller API support all buttons exposed by said API, leaving gaps between valid button indexes.
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
engine: cap joystick .numAxes and .numButtons to the highest index actually valid for the current controller Since there's no function to just return the number of valid axes and buttons, I suspect SDL expects us to keep track of which indexes are valid ourselves as the range of valid values may not be contiguous. We aren't doing that yet.
-
Richard Gobeille authored
-
Richard Gobeille authored
Instead, return SDL_GameControllerGetStringForAxis()/SDL_GameControllerStringForButton() for axis and button indexes beyond what is provided by axisStrings[]/buttonStrings[].
-
Richard Gobeille authored
The ARM64 Windows libraries still need a rebuild.
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
These sprites are covered by G_RecordOldSpritePos().
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
-
Richard Gobeille authored
It's still terrible.
-
Richard Gobeille authored
-
Richard Gobeille authored
-