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* Repairs https://forum.zdoom.org/viewtopic.php?f=340&t=67239 and https://forum.zdoom.org/viewtopic.php?f=340&t=67933 * Values that come from GZDoom backend are too low to be suitable for the Build games which were dividing by 'analogExtent'. * Remove definition of analogExtent from all games and define in inputstate.h, then define joyaxesScale as 75% of analogExtent to provide a bit of headroom and not have a scale of 1.0 be full speed. * Invert the returned results of GetAxes() as the returned floats are reversed for build games. * Leverage scaleAdjustmentToInverval() on game-side code to consistently scale the input irrespective of frame rate, vsync etc. |
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.. | ||
blood | ||
build | ||
common | ||
core | ||
duke3d | ||
exhumed | ||
glbackend | ||
libsmackerdec | ||
platform | ||
rr | ||
sw | ||
thirdparty | ||
__autostart.cpp | ||
CMakeLists.txt | ||
g_pch.h | ||
gitinfo.cpp | ||
zzautozend.cpp |