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稻草人吃软饭染发 #90

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稻草人吃软饭染发 #90

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放入侧袋cdr的人

This also brings in related changes from SkyrimVR.
The following things are confirmed to be working:
- save & load
- VR settings display and saving
Both are made to cue off of the text/name of the menu instead of a hard
coded index. This makes optionally enabling items very straightforward.
This includes fixes for inventorymenu and quest_journal
Just making sure things still worked before adding ability to look up
icons by name.
We also add a new way to retrieve the keyCode/frame where the icon
resides in the ButtonArt timeline
Two missing buttons were also added to buttonArt.fla
Fonts have also been linked in buttonArt.
inventorymenu now mostly uses VR icons
This just means the player can now switch to put items into a container.
In other versions of the game, this function can be bound to a key to be
processed in the UI. However, the VR version of the game doesn't send
a whole lot of keycodes. This makes it difficult to bind actions to
arbitrary keys on the wand/vr-controller.

This commit implements a workaround where the player can move to the
left most item on the category list: "All". When left swipe is issued
again, instead of wrapping around to the last item in the category list,
we toggle the "tab" or the direction we're operating on the container.

This at least makes the menu usable in VR.
Container menu now working. "Tab switching" is also now possible.
Specifically, now "read" and "eat" will be displayed when the
appropriate type of item is selected.
In VR, the trackpad swipes are used to switch inventory category. It is
unfortuately very easy to accidentally trigger while scrolling through
the list. This commits makes the list remember its position in each
category and restore the setting when category switches happen. This
makes accidental category switches much less aggravating.
Single swipe up changes the selected column. Long swipe or double swipe
up to change the sorting direction.
This somewhat replicates the behavior of the game so we can slowly
transition the game over to the new input system entirely.
Some minor refactoring in both C++ and Actionscript code.
Removed debug prints to be ready for an alpha release.
- buttonArt picking now prefers VRInput::controllerName over engine
  supplied platform enum

  The engine supplied enum does not differentiate between Oculus and
  Index controllers.

- fixes missing occulus "A" button art bug
- buttonArt.fla resaved as xfl
The VRInput display panel can now be enabled/disabled through the ini
file.
It's shown in the initial menu prompt and when an item becomes selected
and an item specific prompt is shown.
Implements virtual keyboard & search boxes
Slightly automates release packaging
This is *supposed* to make more complex settings easier to organize and
read, especially when we're defining custom keybinds.
The reported bug goes as follows:
- Craft one "potion of restore magika"
- Drop the potion from the inventory or grab it from the spellwheel
- Drink the potion
- Game crashes

After some tinkering, it's found that Papyrus' "OnItemAdded" handler
might pass through a base item that is NULL, though documentation for
"OnItemAdded" doesn't suggest the base item *can* be NULL.

In any case, verifying the TESForm* before dereferencing solved the
issue.
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