Fix crash when immediately exiting a new save file without unlocking anything. Change default conflicting keybind of Item 3 to Select by default. Release Build 8212.
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@ -2860,7 +2860,7 @@ void AiL::InitializeDefaultKeybinds(){
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Player::KEY_ITEM2.AddKeybind({KEY,K2});
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Player::KEY_ITEM2.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::L2)});
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Player::KEY_ITEM3.AddKeybind({KEY,K3});
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Player::KEY_ITEM3.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::R2)});
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Player::KEY_ITEM3.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::SELECT)});
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KEY_ATTACK.AddKeybind({KEY,SHIFT});
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KEY_ATTACK.AddKeybind({MOUSE,Mouse::LEFT});
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KEY_ATTACK.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::FACE_R)});
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@ -314,12 +314,14 @@ void SaveFile::LoadFile(){
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for(auto&[key,data]:loadFile["Player"]["Base Stats"].GetOrderedKeys()){
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game->GetPlayer()->SetBaseStat(key,data.GetReal());
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}
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for(const auto&[key,data]:loadFile["Unlocks"].GetOrderedKeys()){
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Unlock::UnlockArea(key);
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if(data.GetValueCount()>1&&data.GetBool(1U)){
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auto opt_cp=State_OverworldMap::ConnectionPointFromString(key);
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if(!opt_cp)continue; //Harmless, it just means the connection point used to exist and doesn't anymore.
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else opt_cp.value()->SetVisited();
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if(loadFile.HasProperty("Unlocks")){
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for(const auto&[key,data]:loadFile["Unlocks"].GetOrderedKeys()){
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Unlock::UnlockArea(key);
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if(data.GetValueCount()>1&&data.GetBool(1U)){
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auto opt_cp=State_OverworldMap::ConnectionPointFromString(key);
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if(!opt_cp)continue; //Harmless, it just means the connection point used to exist and doesn't anymore.
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else opt_cp.value()->SetVisited();
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}
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}
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}
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if(State_OverworldMap::HasStageMarker(loadFile["Overworld Map Location"].GetString())){
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@ -12,4 +12,32 @@ Toggle for displaying error messages
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Equip Gear using Start menu tutorial
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Steam Controller SDK
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Add in vsync system option
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Steam Rich Presence
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Add in vsync system option
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Remove Unlock All Button
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Fix scaling on some UI equip windows.
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Your game uses the proper controller-specific glyphs when showing in-game input prompts.
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The Steam Input configurator screen uses in-game actions that the player performs in your game, instead of keys or buttons.
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You've published an official configuration for the controllers you support.
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Your game doesn't restrict the user's ability to customize their controls. This means it allows any mix of mouse, keyboard, or gamepad input simultaneously.
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When your game wants keyboard input (e.g. when naming avatars), you use the API to automatically bring up the text entry UI.
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Your game has no launchers that require mouse or KB input - or even better, no launcher at all.
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To ensure users have a good experience from the couch, we also recommend the following:
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Make your UI readable from several feet away. Our rule of thumb: when your game is running at 1920x1080, your fonts should be a minimum of 24px in size.
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Start your game in fullscreen by default when the user is running Steam Big Picture (the "SteamTenfoot" environment variable will be set)
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For bonus points, at first launch detect the user's screen resolution and set your resolution to match it.
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Implementing Steam Input API support
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The implementation process is straightforward, and shouldn't take more than a few days of work. Four steps are involved:
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In a text editor, create an in-game actions file, which tells Steam what in-game actions your players can bind to the controller.
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In Steam, use the Steam Input configurator UI to create your default configuration.
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In your game, use the Steam Input API to read actions from the controller, and to retrieve appropriate glyphs for display.
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Update your game depot with the new binaries, and publish your configuration as the official config.
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Make another actions config file for the main build
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 5
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#define VERSION_PATCH 1
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#define VERSION_BUILD 8210
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#define VERSION_BUILD 8212
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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