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Releases: Garbius/WootingPlugin

v1.1

11 Nov 14:15
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Added support for pitch and yaw. They were not in the previous version because of a quirk in the Wooting SDK where the arrow keys get bound to the numpad, at least on the original Wooting Two (Flaretech). Other Wooting versions have not been tested. The issue is still present and there is not much to be done about it but I figured that it was still better than not having analog control. Pitch and yaw can of course be rebound to any other keys in the regular in-game setting menu, just like the other controls.

Another important change is that there will be no more binary releases in this repo. Due to changes in Space Engineers plugin loading, all plugins must now be loaded through the Plugin Loader.

New Installation Instructions

Install the custom game launcher from the Github repository. Instructions are at the bottom of the page. It will automatically install Plugin Loader. Start the game using the launcher and open the Plugins window from the main menu. Click the little plus sign in the bottom right corner of the Plugins column and find this plugin in the list and enable it. The game must be restarted before it can be used.

v1.0

01 May 22:54
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This is another major change to the extent that not much remains from the earlier versions. The plugin is now using Harmony to patch the game code. That has a smaller impact on the game and should be less prone to breakage when new game versions are released.

Version 1.0 sounds like a big milestone, but it's really just a way to mark the separation from the old stuff, combined with overall inconsistent versioning.

v0.3

01 Dec 22:50
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Compatible with Space Engineers 1.197

v0.2

10 Jul 20:25
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There have been some major changes under the hood. These changes do, amongst other things, address the previous issues where you would have to restart the game before changes in key binding are reflected in game and also the potential issues related to control blocking in scenarios.

On a more technical level, this update changes the approach from injecting into MyControllerHelper with System.Reflection to instead detour MyVRageInput and insert the analog axes that way instead. This move allows access to IMyInput.SaveControls(), which is how the mod knows when a keybind might have been changed and also allows it to intercept the normal digital controls without using SetControlBlock().

First release!

26 Dec 15:24
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First release! Pre-release
Pre-release

It works on my machine...