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proof of concept gyro camera
… alpine settings config
adds Analog Movement function for the Left Joystick
the entire analog system has been revised to be more direct about it Co-Authored-By: nickalreadyinuse <[email protected]>
…ion setup there's now a Smoothing and Tightening slider to the CMD setup, for now: it'll be a Console Command. Additionally: Gyro-Autocalibration has been changes so that Sensor Fusion + Stillness setup doesn't to post-calibration drift.
everything should be a proper gamepad input layer, i think?
Co-Authored-By: nickalreadyinuse <[email protected]>
also prepares for GooberRF#296
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you'll need to place it on Alpine Faction's install file inorder for the database to load
no need to manually download and swap the files when you can just change version numbers
it should now deal with Gamepad-only events.
this also fixes Gamepad-KB/M override
includes Steam Deck, Steam Controller (2026) and Steam Controller (2015)
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with the exception of Mouse Movement (for Mixed Input support), it now change Input glyphs in HUD dynamically. This can be overridden via either console commands or alpine_settings.ini
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Pull request overview
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| xlog::trace( | ||
| "non-lin {} lin {} delta {} new {}", | ||
| current_pitch_non_lin, | ||
| current_pitch_lin, | ||
| pitch_delta, | ||
| new_pitch_delta | ||
| ); |
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This trace log runs in a hot per-frame math path and can become a meaningful CPU/logging overhead (and potentially flood logs) if trace is enabled. Consider guarding it behind a build flag, a runtime debug cvar, or removing it once the behavior is validated.
fix stuffs
to allow additional Input-specific bindings: you can now scroll up and down (there's no Scrollbar UI at the moment)
whoops, i forgot to add one more setting before locking everything in!
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there's now a UI scrolling indicator
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I think it would be better to use |
now that scrollable ui is a thing, we can now make room
After discussion: Controller support will be moved to the next release candidate (Version 1.4.0). Thus: the CHANGELOG.md now has Version 1.4.0 as a placeholder.
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after discussion: the Gamepad PR now targets 1.4.0 release (alternatively, the next release candidate). this should become easier for everyone to focus on getting the Input stuffs sorted out. |
as of this writing, there are some things that are left unfinished but will have to be added before the review period
this PR adds what is essentially an input-related feature that is missing from the original PS2 release while adding a few enhancements. While it's not 1:1 with the PS2, it's close enough.
redfactionwithgamepad2.mp4
this leverages SDL 3.4.2's Gamepad API inorder to implement Gamepad Inputs, not only it'll support Xbox controllers, it also supports PlayStation controllers, Nintendo Controllers and selected 8BitDo Controllers while being allowed to enable more advanced feature sets down in the line (such as Rumble, Lightbar, DualSense's Adaptive Triggers, Pressure Sensitive buttons)
Controller features.
GamepadRawInputinalpine_settings.ini)portions of the code and file structure were referenced and inspired by yquake2, Perfect Dark PC Port (currently under draft pr as of this writing) was used as inspiration for glyph management system. Motion sensor's overall functionality is powered by GamepadMotionHelper header.
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