7,920 Commits over 2,618 Days - 0.13cph!
Merge (and resolved) from deadzones
Move crafting to dpad down in all action sets.
Key suppression timing bug fix
Fix for resulting menu drift
Left stick too.
Updated steam input config tool to kill and restart Steam client too (needed for config reload)
Sprint toggle works when stationary
Run toggle persists between movement sprints
Split sensitivity per axis
Merge from pre_merge_review
Line return fixes for some UI prefabs
Don't continuously fail input if steam input is somehow fucked at srtartup
OS/rust/gamepad cursor state fix
Bunch of bind lookup fixes/rework
Revert some minor vehicle impact rumble code changes
Sanitise analog steering/accel input
▊▆█▄ ▇█▋▆▍▊▌▋▌ ▉▋▄█▄▌▅▍ ▋▅▋▋▆▉ ▇▄█▍▌ ▌ ▉▆▆▄▍
Map cursor implementation, added fixed center crosshairs.
Can now add/remove map markers at the crosshairs
Some fixes/tweaks I found when playtesting earlier today, now I kinda have internet back.
Ton of refactor/rework for new centralised system for food, cooking and pie visual config - now all configured on the item definition instead of a bunch of place.
Bunch more work/fixes including:
Added dedicated crafting screen action.
Holding inventory button displays the crafting screen directly.
Bunch of vdf & mapping/config updates.
Deploy active gamepad config too to make update/testing easier.
Convar/command updates/additions.
Test updates & fixes.
Better debugging output.
Merge from sandbag_barricade_variants
Sandbags are now correctly upgradeable on player boats
Added gamepad binds to cover horn, secondary attack and voice binds in action sets.
Stricter layout validation.
Boat and Train sets replace FireMode with Horn on RB so tugboat and train horns can be used.
Added voice action to all action sets on R3.
Rejig some less important actions to make room for voice r3.
Hide keyboard-only bind glyphs while a pad is active instead of showing a key hint.
Merge from sandbag_barricade_variants
Set titles per controller/platform vdf set
add Swap Seats to all vehicle based action sets with consistent button bind.
Add car reload action and remove menu gesture action.
Festive garlands now work on player built boats
Ensure all haptic feedback is stopped on application quit, just incase.
Move intensitiy settings to their own new UI sub-category.
Tweak low health heartbeat. More noticeable in strength but fades out after 3 seconds of health loss at low health.
Restore some spacing gaps in gamepad UI
Implement HapticSource to track where the rumble is coming from.
Add per-source haptic intensity convars so each can be customised.
Add sliders for them all to gamepad options UI.
Major haptics refactor/improvements.
Added a dedicated rumbler mixer to support multiple sources/blending.
Added a bunch of extra rumble features, piggy backing existing call sites where possible to minimise gameplay code intrusion.
Added vehicle based rumble, running off their audio systems.
Added light horse hoof rumble.
Added impact/explosion rumble.
Added generic HapticPulseEffect component ready for other uses.