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v1.2.1

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@github-actions github-actions released this 06 Sep 17:13
· 753 commits to main since this release
e5866b1

Native touch controls

Battlefield input no longer pretends to be a mouse.

Until now every touch was turned into a stream of raw mouse messages and handed to an input chain written around a pointer -- something that has a position when nothing is pressed, that hovers, that can rest near a screen edge, and whose button releases are guaranteed to arrive. A finger has none of those properties, and that gap was behind essentially every control complaint on this port: a cursor left parked on the button that armed an ability so the placement ghost drew there, a camera scroll latched by a button-release that a higher-priority handler legitimately discarded, an ability radius frozen mid-drag.

Taps, double taps, the long press, the two-finger cancel and ability targeting now go straight to the engine's own decision-making -- pick what is under the finger, project it into the world, ask the engine what order that means. It is the same path a click on the radar minimap has always used. The orders produced are identical to the ones the mouse path produced, so multiplayer and replays are untouched.

What this fixes

  • The map no longer runs away. Screen-edge scrolling is off on touch: it is defined by a pointer resting near an edge and only ends when a later pointer event says otherwise, which cannot happen without a pointer.
  • Aiming an ability shows its radius, and the circle follows your finger for the whole drag. Release fires it where you let go; a second finger cancels.
  • The building ghost appears under your finger, when you point at the map -- not in the middle of the screen the moment you pick a structure.
  • Hold a build or ability button to read its description, and it stays up for the whole hold instead of flashing and vanishing. A hold no longer arms the build either -- a short tap still does.
  • Taps no longer fall through panels onto the battlefield underneath.
  • The intro can be skipped by tapping again.

Launcher

  • New Touch input overlay switch in Diagnostics: draws the gesture, where your finger is, where the engine thinks the pointer is, and the camera scroll anchor, and writes matching lines into the log. Turn it on when reporting a control problem.
  • The launcher is now fully translated in all 13 languages -- the log viewer and the DXVK config card were still falling back to English.

Full Changelog: v1.2.0...v1.2.1

P.S. I know about the bug with the bottom panel in the game; it won’t be there in the upcoming version. ;)