Add remappable controller controls with a Controller Options tab
build / build (push) Successful in 2m14s
build / build (push) Successful in 2m14s
Add a player_controls config group that maps game actions to controller inputs, and a Controller Options menu tab to rebind them in-headset. - 45 actions: movement, click/double-click, jump, fire, and the engine's own keyboard hotkeys (posture, save/load, weapon/MFD select, etc.), sent to the engine as synthetic key events. Cheat and dead hotkeys are not exposed. - Press-to-capture rebinding with per-input exclusivity, Reset to Defaults (built-in defaults, then questshock.config.default.json), and new defaults: left stick moves/strafes, right stick turns. - Controller profiles for Touch, Vive and generic OpenXR (res/controller_profiles/), matched to the active interaction profile at runtime, with a fatal dialog if a profile's bindings are rejected at startup. - The menu's thumbstick locomotion is disabled while the Controller Options tab is open or a capture is active. A scrollable list with a tap-to-jump scroll bar handles the long action list. - Opening the menu pauses a running game and resumes it on close. - Reset Position now keeps the player's facing instead of turning the screen to the current gaze. - Play the intro video in the game's language (engine patch 23), falling back to English. - Watchdog and shared-key handling for stuck movement keys, plus key-edge logging.
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@@ -92,6 +92,7 @@ cp -a "$ANDROID_DIR/gles-shaders/." "$ASSETS_DIR/shaders/"
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cp "/opt/prebuilt/soundfont/default.sf2" "$ASSETS_DIR/res/soundfont.sf2"
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cp "$REPO_ROOT/res/assets/GET_ASSETS_QUEST.txt" "$ASSETS_DIR/GET_ASSETS_QUEST.txt"
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cp "$REPO_ROOT/res/questshock.config.default.json" "$ASSETS_DIR/questshock.config.default.json"
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cp -a "$REPO_ROOT/res/controller_profiles" "$ASSETS_DIR/controller_profiles"
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echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/openxr .so's into jniLibs =="
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# gl4es is deliberately absent here - it's no longer prebuilt, it's compiled
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