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/stdafx.h | 1 + 1 file changed, 1 insertion(+) (limited to 'Minecraft.Client/stdafx.h') diff --git a/Minecraft.Client/stdafx.h b/Minecraft.Client/stdafx.h index 4ae4250e..05b17e81 100644 --- a/Minecraft.Client/stdafx.h +++ b/Minecraft.Client/stdafx.h @@ -175,6 +175,7 @@ typedef XUID GameSessionUID; #include "Durango\4JLibs\inc\4J_Render.h" #include "Durango\4JLibs\inc\4J_Storage.h" #elif defined _WINDOWS64 + #include #include "Windows64\4JLibs\inc\4J_Input.h" #include "Windows64\4JLibs\inc\4J_Profile.h" #include "Windows64\4JLibs\inc\4J_Render.h" -- cgit v1.2.3