Resolves #40
Features
Assigning discrete actions to joystick buttons in Settings > Controls.
Assigning joystick axis to mouse axis using joystick_x and joystick_y configuration variables in the...
[quakenet] <day> Dune: well joystick means to me "two axis". If you use a xbox360 controller you would have 5 or 6 axis on 4 sticks/levers
13:27
[quakenet] <day> but after thinking about it for a while, i dont think the xbox360 controller would be good for teeworlds. movement and aim would probably be ok. but shooting/weapon switching would be a pita
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[quakenet] <day> using the levers to shoot would be ergonomical, but annoying (because they are analog, and have a long travel distance). if you use a thumb button to shoot, weapon switching becomes tricky
[quakenet] <Dune>https://i.imgur.com/mectbCX.png got my teeworlds build broken somehow, it's very strange, git status shows no difference with master and I cleaned the data folder
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[quakenet] <Dune> a new clone solved it but still, weird
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[quakenet] <day> the arrows scream convert me into a dance dance revolution game :^)
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[quakenet] <Dune> we already have joystick support for that :^)
Closes #1630
New command: snd_toggle. Acts the same as toggle snd_enable 0 1, but with a visual cue.
New controls menu entry:
The visual effects look like this (1.5s display time + 0.6s fade time...
17:49
[quakenet] <Dune> I get src/game/client/components/notifications.cpp:57:44: error: ‘IMAGE_SOUNDICONS’
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[quakenet] <Dune> even though build/src/generated/client_data.h has it...
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[quakenet] <minus> joystick: works: yes, playable: hell no
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[quakenet] <Dune> it's the tradeoff to play from the couch
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[quakenet] <Dune> it was probably a mistake to use bam and cmake on the same repo :(
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[quakenet] <heinrich5991> I haven't run into problems yet
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[quakenet] <heinrich5991> Dune: do you use a subdirectory for cmake building?
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[quakenet] <Dune> no
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[quakenet] <Dune> I cmake . at teeworlds/
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[quakenet] <heinrich5991> hm okay
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[quakenet] <heinrich5991> that's a difference in our setups then
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[quakenet] <Dune> maybe it's not that
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[quakenet] <heinrich5991> do you execute the teeworlds executable from bam from the directory it's created in?
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[quakenet] <Dune> yes, always
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[quakenet] <heinrich5991> regarding "You could check if the client version is older than 0.7.3 and then skip sending the sha256"
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[quakenet] <Dune> wait, where is the src/generated supposed to be in, in teeworlds/ or in teeworlds/build? I have it at both places
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[quakenet] <heinrich5991> ah, there's your interference between cmake and bam
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[quakenet] <Dune> sigh
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[quakenet] <heinrich5991> I guess you should execute cmake in a subdirectory
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[quakenet] <Dune> alright
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[quakenet] <heinrich5991> regarding "You could check if the client version is older than 0.7.3 and then skip sending the sha256"
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[quakenet] <heinrich5991> since it's a backwards-compatible extension, I'd rather send it at all times — it doesn't interfere with older clients and makes the code simpler
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[quakenet] <heinrich5991> Oy: ^ (fixed the rest of the comments locally, already)
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[quakenet] <Oy> well yeah, it's not that much data. so it doesn't matter much if you send it to clients that can't handle it :)
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[quakenet] <Oy> but would be just a simple check ;)
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[quakenet] <Dune> wouldn't that make testing a bit tricky since we haven't upp'd to 0.7.3 yet? or have we?
[quakenet] <Dune> would be nice to get a higher res for that icon :/
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[quakenet] <Oy> yeah
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[quakenet] <Oy> the hashes need to be updated. clients have the actual hashes build in so 0.7.3 would use them and older ones don't use the feature anyway
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[quakenet] <Dune> > The version server has to be updated.
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[quakenet] <Dune> whoops, you mentioned that 15 days ago