2 Years Ago
Add ISteamInput interface from Facepunch.Steamworks Initialize Steam Input from managed Add dispatch events to SteamInput for device callbacks dis/connected, these are always called for already connected controllers Update Steamworks 1.53 for Steam Input improvements including Steam Deck support Update networksystem to resolve removal of deprecated funcs / renaming in Steamworks 1.58 SteamInput.EnableDeviceCallbacks() - should be giving us controller connected / disconnected events but isn't, steamworks bug? Basic action manifest with menu & ingame controls sets, in future we could provide a lot more versatile sets for different genres Start exposing a Controller class in Sandbox.Game, let's make them easily grabbable so we can do UI or BuildInput with them directly Chuck up some debug panels in the input settings menu for each connected controller to debug features Async steam input glyph texture loader Generalize Steam Input into a Controller API, abstract all actions into enums close to our pre-existing IN_ actions Quick button prompt panel e.g `<ControllerActionHint ActionName="Jump">`, uses relevant user's bound controller glyphs. Forward SteamInput callbacks to C# Steamworks properly Poll action handles until they're non zero, workaround for a known bug where we shouldn't be needing to do this Update IGA file to match enums and action manifest, add a basic PS4 controller manifest Remove dead code Manage controller connected with callbacks and add events for connected / disconnected, this should keep handles in place too on reconnects Controller.TriggerVibration: accept normalized floats instead of 0 <-> ushort.MaxValue and support Xbox trigger impusle rumble. Disable XInput init / polling in inputsystem, handle it all in managed via Steam Input Controller API Init/Poll in Sandbox.Client too Iterate more on Controller API, replicate Down/Pressed/Up methods of InputBuilder, document more shit Create controller input in InputBuilder from managed Controller API ( maybe this should be in base instead so the user can override it for whatever reason? ) Initial work on UI navigation with controller