feat: Windows64 local multiplayer support#13
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smartcmd merged 2 commits intoMCLCE:mainfrom Mar 1, 2026
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deadman96385
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Mar 1, 2026
- Skip QuadrantSignin (profile selector) on Windows64 in both LoadMenu and CreateWorldMenu, proceeding directly to local play since Xbox Live stubs always return true for IsSignedInLive()
- Fix IsLocalMultiplayerAvailable() to not require IsHiDef() on Windows64
- Allow pad-connected players to join without a profile sign-in check
- Fix ghost RemotePlayer creation by scanning all local player slots and matching on server-assigned player index rather than controller slot, fixing P3/P4 ghost entities when joining out of controller order
- Give each player a unique name (Player 1-4) based on controller index instead of a single shared stub name
- Use raw XInput (XInputGetState) for secondary controller join detection, bypassing the 4J toggle system which consumes all button presses before game logic runs; uses a 120-frame latch for a reliable detection window
- Add .gitignore for Visual Studio build artifacts and output directories
- Skip QuadrantSignin (profile selector) on Windows64 in both LoadMenu and CreateWorldMenu, proceeding directly to local play since Xbox Live stubs always return true for IsSignedInLive() - Fix IsLocalMultiplayerAvailable() to not require IsHiDef() on Windows64 - Allow pad-connected players to join without a profile sign-in check - Fix ghost RemotePlayer creation by scanning all local player slots and matching on server-assigned player index rather than controller slot, fixing P3/P4 ghost entities when joining out of controller order - Give each player a unique name (Player 1-4) based on controller index instead of a single shared stub name - Use raw XInput (XInputGetState) for secondary controller join detection, bypassing the 4J toggle system which consumes all button presses before game logic runs; uses a 120-frame latch for a reliable detection window - Add .gitignore for Visual Studio build artifacts and output directories
Contributor
|
oh nice ! thx |
Contributor
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LGTM! |
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@codex review |
smartcmd
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Mar 1, 2026
* Add gitignore * Use some of the stuff from #13
Contributor
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@deadman96385 need to resolve the conflicts |
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@deadman96385 there is branch conflict now as @rtm516 already added .gitignore |
ArchieDxncan
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Apr 1, 2026
* Add gitignore * Use some of the stuff from MCLCE#13
ArchieDxncan
pushed a commit
to ArchieDxncan/LegacyDxncan
that referenced
this pull request
Apr 1, 2026
- Skip QuadrantSignin (profile selector) on Windows64 in both LoadMenu and CreateWorldMenu, proceeding directly to local play since Xbox Live stubs always return true for IsSignedInLive() - Fix IsLocalMultiplayerAvailable() to not require IsHiDef() on Windows64 - Allow pad-connected players to join without a profile sign-in check - Fix ghost RemotePlayer creation by scanning all local player slots and matching on server-assigned player index rather than controller slot, fixing P3/P4 ghost entities when joining out of controller order - Give each player a unique name (Player 1-4) based on controller index instead of a single shared stub name - Use raw XInput (XInputGetState) for secondary controller join detection, bypassing the 4J toggle system which consumes all button presses before game logic runs; uses a 120-frame latch for a reliable detection window - Add .gitignore for Visual Studio build artifacts and output directories
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