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(){ | ||||
| 	Player::KEY_ITEM2.AddKeybind({KEY,K2}); | ||||
| 	Player::KEY_ITEM2.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::L2)}); | ||||
| 	Player::KEY_ITEM3.AddKeybind({KEY,K3}); | ||||
| 	Player::KEY_ITEM3.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::R2)}); | ||||
| 	Player::KEY_ITEM3.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::SELECT)}); | ||||
| 	KEY_ATTACK.AddKeybind({KEY,SHIFT}); | ||||
| 	KEY_ATTACK.AddKeybind({MOUSE,Mouse::LEFT}); | ||||
| 	KEY_ATTACK.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::FACE_R)}); | ||||
|  | ||||
| @ -314,12 +314,14 @@ void SaveFile::LoadFile(){ | ||||
| 		for(auto&[key,data]:loadFile["Player"]["Base Stats"].GetOrderedKeys()){ | ||||
| 			game->GetPlayer()->SetBaseStat(key,data.GetReal()); | ||||
| 		} | ||||
| 		for(const auto&[key,data]:loadFile["Unlocks"].GetOrderedKeys()){ | ||||
| 			Unlock::UnlockArea(key); | ||||
| 			if(data.GetValueCount()>1&&data.GetBool(1U)){ | ||||
| 				auto opt_cp=State_OverworldMap::ConnectionPointFromString(key); | ||||
| 				if(!opt_cp)continue; //Harmless, it just means the connection point used to exist and doesn't anymore.
 | ||||
| 				else opt_cp.value()->SetVisited(); | ||||
| 		if(loadFile.HasProperty("Unlocks")){ | ||||
| 			for(const auto&[key,data]:loadFile["Unlocks"].GetOrderedKeys()){ | ||||
| 				Unlock::UnlockArea(key); | ||||
| 				if(data.GetValueCount()>1&&data.GetBool(1U)){ | ||||
| 					auto opt_cp=State_OverworldMap::ConnectionPointFromString(key); | ||||
| 					if(!opt_cp)continue; //Harmless, it just means the connection point used to exist and doesn't anymore.
 | ||||
| 					else opt_cp.value()->SetVisited(); | ||||
| 				} | ||||
| 			} | ||||
| 		} | ||||
| 		if(State_OverworldMap::HasStageMarker(loadFile["Overworld Map Location"].GetString())){ | ||||
|  | ||||
| @ -12,4 +12,32 @@ Toggle for displaying error messages | ||||
| 
 | ||||
| Equip Gear using Start menu tutorial | ||||
| Steam Controller SDK | ||||
| Add in vsync system option | ||||
| Steam Rich Presence | ||||
| Add in vsync system option | ||||
| Remove Unlock All Button | ||||
| 
 | ||||
| Fix scaling on some UI equip windows. | ||||
| 
 | ||||
| Your game uses the proper controller-specific glyphs when showing in-game input prompts. | ||||
| The Steam Input configurator screen uses in-game actions that the player performs in your game, instead of keys or buttons. | ||||
| You've published an official configuration for the controllers you support. | ||||
| 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. | ||||
| When your game wants keyboard input (e.g. when naming avatars), you use the API to automatically bring up the text entry UI. | ||||
| Your game has no launchers that require mouse or KB input - or even better, no launcher at all. | ||||
| 
 | ||||
| To ensure users have a good experience from the couch, we also recommend the following: | ||||
| 
 | ||||
| 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. | ||||
| Start your game in fullscreen by default when the user is running Steam Big Picture (the "SteamTenfoot" environment variable will be set) | ||||
| For bonus points, at first launch detect the user's screen resolution and set your resolution to match it. | ||||
| 
 | ||||
| Implementing Steam Input API support | ||||
| 
 | ||||
| The implementation process is straightforward, and shouldn't take more than a few days of work. Four steps are involved: | ||||
| 
 | ||||
| In a text editor, create an in-game actions file, which tells Steam what in-game actions your players can bind to the controller. | ||||
| In Steam, use the Steam Input configurator UI to create your default configuration. | ||||
| In your game, use the Steam Input API to read actions from the controller, and to retrieve appropriate glyphs for display. | ||||
| Update your game depot with the new binaries, and publish your configuration as the official config. | ||||
| 
 | ||||
| Make another actions config file for the main build | ||||
| @ -39,7 +39,7 @@ All rights reserved. | ||||
| #define VERSION_MAJOR 0 | ||||
| #define VERSION_MINOR 5 | ||||
| #define VERSION_PATCH 1 | ||||
| #define VERSION_BUILD 8210 | ||||
| #define VERSION_BUILD 8212 | ||||
| 
 | ||||
| #define stringify(a) stringify_(a) | ||||
| #define stringify_(a) #a | ||||
|  | ||||
										
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