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Splitscreen inputs/UI #549
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…ne, to move on to separate player interactions per controller
…tscreen. To fully test here... * Keyboard/Gamepads can be attached/deattached to player * Stop drawing each HUD model in each viewport
* selectedEntity changed to selectedEntity[] for each player to interact with stuff - cause of most changes here * deathcam only show up on last death
…e not done. * added player num to most UI stuff to be used interchangeably
SheridanR
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Dec 5, 2020
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Seems straightforward
…y, some items. Big changes, lots of files
* player inventory/drawStatus() functionality for all gamepads seems fine, to do individual GUIs * get rid of some defines
* kb capture issue fix for 2+ player
* net.cpp server functions check remote player is local or not before attempting to crash on nullptr net_packet * follower menu fixes
…ly be on the way out. * fix select/interact text for follower location * remove old code in items.hpp
* experiment with some analogue stuff
* some player camera control float experiments
* misc bug fixes in follower menu and player control as regression
* fix chest bugs as part of refactor, verified operations in server multiplayer + splitscreen
* shopkeepers close shop on aggro, clean up shops when dying
* fix up slight inaccuracy of ping location on map
* quick turn for players, refactored some movement functions
* scaling enemy bar size/position to some resolutions in splitscreen
…osition data without needing to print the skills/party page on screen first
* main menu selection to new format
* fix steam compilation * add some -1 guards
* fix compilation
…deallocated in ~Entity() list_freeAll(this->children)
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