- "load settings" becoming invalid when entering and exiting the challenges screen
- when setting a setup as default, it would change the current setup
- larger window width causing the marquee text to be rendered off-bounds
- reduced the setup name's max length, as it wouldn't fit on the screen in some cases
Also implements a new menu item flag: MENUITEMFLAG_SLIDER_DEFERRED,
which only calls the MENUOP_GETSLIDER callback on entering dimmed mode,
storing its value for later ticks, and only calls the MENUOP_SET
callback on leaving dimmed mode. This was necessary to prevent the
framerate limit slider from immediately affecting the framerate, leading
to an annoying slow down as the value was decremented to 0.
This effect might be annoyning or eye straining for some people so i believe it's a good idea to implement this option. There is still some free space in the MP Options bitfield for future expansion.
Shield is taken into account and is added to health for the calculation,
as the vast majority of damage types are fully blocked by a shield.
3 modes are available:
- Off (default)
- On (Green): Goes through a red-yellow-green-cyan gradient,
closer to vanilla.
- On (White): Goes through a red-yellow-white-green gradient,
closer to games like Xonotic.
When set to either of the On modes, the crosshair color setting
is ignored but the crosshair alpha setting is still used.
port: implements analog movement for pc controllers
port: Implement menu movement with the C stick
port: Implement analog leaning
port: Implement 1.2 + 1 analog zooming
port: pd input lib now handles 32 buttons
port: modern crouch implementation
port: implement analog slayer airbraking
port: xbla farsight strafing
Map crouch buttons
- map cycle crouch to L3
- sensible 1964-style crouch bindings
Introduce `JO_ACTION*` constants to use `player.bondreloadoractivate` as a bit
field.
Deviation from vanilla Mouse Injector behavior: hard seperation between
reload and activate. `B` will not reload just as `ALT1` will not
activate.