From b5111232aa13952f58ed1b3b3525ea825662b95c Mon Sep 17 00:00:00 2001 From: Sean Hoyt Date: Sun, 1 Mar 2026 10:50:48 -0600 Subject: feat: Windows64 local multiplayer support (#13) - 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 --- Minecraft.Client/Common/Consoles_App.cpp | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'Minecraft.Client/Common/Consoles_App.cpp') diff --git a/Minecraft.Client/Common/Consoles_App.cpp b/Minecraft.Client/Common/Consoles_App.cpp index 24819250..b325f3a1 100644 --- a/Minecraft.Client/Common/Consoles_App.cpp +++ b/Minecraft.Client/Common/Consoles_App.cpp @@ -8956,7 +8956,11 @@ bool CMinecraftApp::IsLocalMultiplayerAvailable() if( InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i) ) ++connectedControllers; } +#ifdef _WINDOWS64 + bool available = connectedControllers > 1; +#else bool available = RenderManager.IsHiDef() && connectedControllers > 1; +#endif #ifdef __ORBIS__ // Check for remote play -- cgit v1.2.3