Overview
Request 1169434 accepted
- Update to version 1.4.0:
* Rework config template file
* Joystick improvements
* DInput: Improve cartesian coords usage
* DInput: Remove wrong rumble test line
* Initialize joystick and haptic with DInput object creation
* DInput: Don't open second joystick if first joystick is
not open
* DInput: Use POLAR coords for spring force for more axes
devices
* Fix touch screen on Windows
* Remove obsolete patch
* README.md: Update
* GL1: Always use glBegin() and glEnd()
* Remove SDL version checks, 2.24.0 is required anyway
* Add option to assign D-Pad buttons as keys
* DInput: Improve logs
* Update CPP submodule (align floats to 4)
* DInput: Use POLAR coords for constant force for more axes
devices
* Disable "UseOnlyOneCPU" option by default
* Improve key press on tap on some devices
* Use SDL_SCANCODE_ESCAPE
* Windows: Add dpiAware
* Use float for dpr
* Improve file checking
* Use game name for OpenGL error message dialog
* Windows: Don't terminate thread
* Use CRLF for template config
* Ignore window minimization
* OpenGL: Fix palette textures
* Rework joystics and force feedback
* Initialize memory for all axes which game reads
* Enable signal handler on Windows
* Don't use SDL_INIT_EVERYTHING
* Revert "Switch to C99"
* GL2: Fix context restore
* Wrapper.h: Add NOT_COMPILING macro for IDEs
* Switch to C99
* Set default game deadzone compensation
* add missing function key (#113)
* Reapply "Use OpenGL 2 as default"
* OpenGL: Use framebuffer in GL(ES)2, fixes, code refactor
* GL: Move some common code
* GL1: Refactor
* GL(ES)2: Refactor + fix context recreate on Android
* Remove x64 architecture from macro
* Use SDL_WaitEventTimeout with 1ms timeout
* Update README.md
* Improve mouse on touch screens (v2)
* Disable "UseOnlyOneCPU" by default for C++ builds
* Fix missing car manufacturer logo for some cars on win
race screen
* Map car reset (F11) to game controller
* Add option to disable linear texture filtering
* Switch to lld linker
* Config file: Remove dots
* Improve mouse on touch screens
* Update window size in handleDpr() function
* Update Cpp submodule
* Fix pointer offset
* Fix array bounds
* Restore LTO for CPP build
* Joysticks: 32 buttons and 6 axis!
* Update Cpp submodule
* Use SPDX-License-Identifier: MIT
* Fix indentation
* Fix setting the GLESv2 profile
* Optimize palette textures
* Fix controller not detected on Windows (#101)
* Using SDL_HAPTIC_STEERING_AXIS for other effects (#98)
* Fix compilation with SDL <= 2.0.12
* Use SDL_HAPTIC_STEERING_AXIS and add option to use
SDL_HAPTIC_POLAR
* Update nfs2se.conf.template
Request History
Kieltux created request
- Update to version 1.4.0:
* Rework config template file
* Joystick improvements
* DInput: Improve cartesian coords usage
* DInput: Remove wrong rumble test line
* Initialize joystick and haptic with DInput object creation
* DInput: Don't open second joystick if first joystick is
not open
* DInput: Use POLAR coords for spring force for more axes
devices
* Fix touch screen on Windows
* Remove obsolete patch
* README.md: Update
* GL1: Always use glBegin() and glEnd()
* Remove SDL version checks, 2.24.0 is required anyway
* Add option to assign D-Pad buttons as keys
* DInput: Improve logs
* Update CPP submodule (align floats to 4)
* DInput: Use POLAR coords for constant force for more axes
devices
* Disable "UseOnlyOneCPU" option by default
* Improve key press on tap on some devices
* Use SDL_SCANCODE_ESCAPE
* Windows: Add dpiAware
* Use float for dpr
* Improve file checking
* Use game name for OpenGL error message dialog
* Windows: Don't terminate thread
* Use CRLF for template config
* Ignore window minimization
* OpenGL: Fix palette textures
* Rework joystics and force feedback
* Initialize memory for all axes which game reads
* Enable signal handler on Windows
* Don't use SDL_INIT_EVERYTHING
* Revert "Switch to C99"
* GL2: Fix context restore
* Wrapper.h: Add NOT_COMPILING macro for IDEs
* Switch to C99
* Set default game deadzone compensation
* add missing function key (#113)
* Reapply "Use OpenGL 2 as default"
* OpenGL: Use framebuffer in GL(ES)2, fixes, code refactor
* GL: Move some common code
* GL1: Refactor
* GL(ES)2: Refactor + fix context recreate on Android
* Remove x64 architecture from macro
* Use SDL_WaitEventTimeout with 1ms timeout
* Update README.md
* Improve mouse on touch screens (v2)
* Disable "UseOnlyOneCPU" by default for C++ builds
* Fix missing car manufacturer logo for some cars on win
race screen
* Map car reset (F11) to game controller
* Add option to disable linear texture filtering
* Switch to lld linker
* Config file: Remove dots
* Improve mouse on touch screens
* Update window size in handleDpr() function
* Update Cpp submodule
* Fix pointer offset
* Fix array bounds
* Restore LTO for CPP build
* Joysticks: 32 buttons and 6 axis!
* Update Cpp submodule
* Use SPDX-License-Identifier: MIT
* Fix indentation
* Fix setting the GLESv2 profile
* Optimize palette textures
* Fix controller not detected on Windows (#101)
* Using SDL_HAPTIC_STEERING_AXIS for other effects (#98)
* Fix compilation with SDL <= 2.0.12
* Use SDL_HAPTIC_STEERING_AXIS and add option to use
SDL_HAPTIC_POLAR
* Update nfs2se.conf.template
mnhauke accepted request
Thanks!