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Pre-Alpha 0.1.6 — Archery, aiming & diagnostics

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@Codex64ai Codex64ai released this 24 Aug 19:57
· 20 commits to ios-touch-port since this release

Archery, aiming, and diagnostics. Same binary that passed on-device testing.

Bows work properly now

Bows used to fire continuously while you tried to aim. Two things were wrong at once.
Daggerfall drives a bow from the attack button being held rather than from a swing, and
the touch layer kept that action held briefly after every look-drag so that a quick flick
would still register as a sword swing. With a bow that made aiming itself the trigger -
line up a shot, and an arrow left on its own. On top of that, the drawback setting was off
by default, which fires the instant an attack starts, so there was no draw to hold at all.

Archery now works the way a bow should:

Hold anywhere on the view to draw the bow. Keep holding and move to aim - with the same
finger, or the look stick. Lift your thumb to loose the arrow.

No button, nothing to learn. A brief tap will not fire, so incidental touches are safe, and
melee is untouched - swords still swing by swiping. Bow drawback is switched on for you;
Daggerfall's own Settings > Controls still owns it if you prefer click-to-fire.

One crosshair

There were two: Daggerfall's crosshair, and a small square the touch layer drew. In
fullscreen they sat almost on top of each other; with the classic bar docked they pulled
apart and it became obvious. The extra one is gone - and the Crosshair setting now
actually turns the crosshair off, which it could not before.

Diagnostics

Two small text logs now appear in the app's Documents folder, alongside arena2:

  • session-log.csv - a line every 30 seconds with frame time, fps, battery and memory.
    Useful for spotting whether long sessions degrade. About 32KB for three hours.
  • controller-unknown-buttons.txt - only appears if your gamepad sends a button this port
    does not recognise. If your controller has a button that does nothing, send us this
    file
    - it is the fastest way to get that pad properly supported.

Both are plain text and safe to delete.

Also

README-iOS now documents the 0.1.5 interface work (per-icon layout editing, separate
layouts for fullscreen and classic mode, the classic interface bar) and the log files. For
anyone building the fork, UPSTREAM-PATCHES.md inventories exactly what it changes in
Daggerfall Unity's own files and how to rebase it.

Carried forward

Everything from v0.1.5: classic bar touch support, per-mode touch layouts, per-icon
customisation, controller menu clicks on the face buttons, fast-travel and keyboard fixes,
loose-file mod support.

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