feat: Windows64 local multiplayer support (#13)

- Skip QuadrantSignin (profile selector) on Windows64 in both LoadMenu
  and CreateWorldMenu, proceeding directly to local play since Xbox Live
  stubs always return true for IsSignedInLive()
- Fix IsLocalMultiplayerAvailable() to not require IsHiDef() on Windows64
- Allow pad-connected players to join without a profile sign-in check
- Fix ghost RemotePlayer creation by scanning all local player slots and
  matching on server-assigned player index rather than controller slot,
  fixing P3/P4 ghost entities when joining out of controller order
- Give each player a unique name (Player 1-4) based on controller index
  instead of a single shared stub name
- Use raw XInput (XInputGetState) for secondary controller join detection,
  bypassing the 4J toggle system which consumes all button presses before
  game logic runs; uses a 120-frame latch for a reliable detection window
- Add .gitignore for Visual Studio build artifacts and output directories
This commit is contained in:
Sean Hoyt
2026-03-01 10:50:48 -06:00
committed by GitHub
parent d5707899db
commit b5111232aa
7 changed files with 95 additions and 5 deletions

View File

@@ -8956,7 +8956,11 @@ bool CMinecraftApp::IsLocalMultiplayerAvailable()
if( InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i) ) ++connectedControllers;
}
#ifdef _WINDOWS64
bool available = connectedControllers > 1;
#else
bool available = RenderManager.IsHiDef() && connectedControllers > 1;
#endif
#ifdef __ORBIS__
// Check for remote play