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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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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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放入侧袋cdr的人