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Pre-Alpha 0.1.4 — Controller menus, touch layout & fixes

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@Codex64ai Codex64ai released this 23 Aug 14:38
· 25 commits to ios-touch-port since this release

Controller, touch, and layout update.

Controller: menus now use the face buttons

Button Menu action
A Select (left click)
B Back / close window
X Right click
Y Middle click

This fixes a real bug, not just a preference: Daggerfall Unity's stock UI-pointer
bindings sit on joystick buttons 0-3, and on an Xbox controller under iPadOS nothing
useful lives there - button 0 is what Start emits, and 1-3 map to no physical control.
So Start acted as the click button, A did nothing, and right-click and window-close were
unreachable from a controller at all. All four now sit on the measured face buttons,
applied automatically whenever a controller connects. Default for everyone; rebindable
in Settings > Controls > Joystick.

Touch: new default layout

The touch HUD's default arrangement is now one tuned on a real iPad over actual play,
replacing the original authored guesses:

  • Action bank runs along the bottom centre, with COMBAT at its left end and MENU at its
    right, where both thumbs can reach without leaving the sticks.
  • ACTIVATE sits between the action row and the look stick.
  • The menu drawer opens as a compact column tucked against the right edge.
  • Controls are a step smaller across the board - the old sizes crowded the look/swipe
    area. Every target still clears Apple's minimum touch size.

If you have already customised your layout, nothing changes - your edits always win.
TUNE > Edit layout > Reset all switches an existing install to the new defaults.

Carried forward

All of v0.1.3's fixes: fast-travel search and the soft keyboard with a controller,
loose-file mod support (textures, sounds, quests, books, iOS-built .dfmod packages),
and the controller probe.

Unsigned IPA; free-Apple-ID sideloads expire after 7 days. Requires your own copy of
Daggerfall's arena2 - never included.