Commit Graph

7 Commits

Author SHA1 Message Date
Loki Rautio
354a0989eb Add back x64 stub XUID (temp savedata fix)
Fixes savedata loading for existing saves, needs permanent solution
2026-03-02 23:05:25 -06:00
void_17
b42a4a4e4d Revert "Revert "Win64: configurable username (username.txt) and persistent ga…" (#235)
This reverts commit 7f7d99501c.
2026-03-03 10:31:09 +07:00
void_17
7f7d99501c Revert "Win64: configurable username (username.txt) and persistent game setti…" (#234)
This reverts commit b8a7f816b5.
2026-03-03 10:23:28 +07:00
dtentiion
b8a7f816b5 Win64: configurable username (username.txt) and persistent game settings (settings.dat) (#195) 2026-03-03 07:50:45 +08:00
lspepinho
8b28c20d7a Fixes for PR #96 (#170)
* Implement basic multiplayer functionality

* Update README.md

---------

Co-authored-by: Slenderman <ssimulpong@outlook.com>
2026-03-03 06:30:22 +07:00
Sean Hoyt
b5111232aa 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
2026-03-02 00:50:48 +08:00
daoge_cmd
b691c43c44 Initial commit 2026-03-01 12:16:08 +08:00