in_allowAlwaysRunInSP allows using in_alwaysRun and in_toggleRun
in Single Player (it'll still drain your stamina!)
m_invertLook allows inverting mouse look, both for up/down and
left/right, if you're into that kind of thing
- the gamepad button (or trigger) bound to attack (fire) now always
acts like the left mouse button in menus
- Display correct button name for "Back" button on Playstation-like
gamepads, even depending on whether it's PS3-like ("Select") or
PS4/5-like ("Share")
- Log some more information about detected gamepads
- treat DPad as 4 regular buttons (was already the case mostly, but now
the code is simpler)
- rename in_invertLook to joy_invertLook and in_useJoystick to
in_useGamepad and remove unused CVars
- make controller Start button generate K_ESCAPE events, so it can
always be used to open/close the menu (similar to D3BFG)
- move mousecursor with sticks, A button (south) for left-click,
B button (east) for right-click (doesn't work in PDA yet)
- removed special handling of K_JOY_BTN_* in idWindow::HandleEvent()
by generating fake mouse button events for gamepad A/B
in idUserInterfaceLocal::HandleEvent()
- renamed gamepad/joystick actions and keys to have some meaning
for buttons (instead of just JOY1, JOY2 etc)
- compiles with SDL1.2 again (there gamepads aren't supported though)
- shorter names for gamepad keys/axis in the key bindings menu
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.