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Published by isXander 6 months ago
Update target version from potato snapshot to 1.20.5-pre1
Controlify is now on Crowdin, if you'd like to help,
join my discord and ask!
Published by isXander 6 months ago
Update target version from potato snapshot to 1.20.5-pre1
Controlify is now on Crowdin, if you'd like to help,
join my discord and ask!
Published by isXander 7 months ago
Added support for 1.20.1, please report any weird issues concerning this!
left_stick_up
icon being brokenPublished by isXander 7 months ago
Added support for 1.20.1, please report any weird issues concerning this!
left_stick_up
icon being brokenPublished by isXander 7 months ago
Added support for 1.20.1, please report any weird issues concerning this!
left_stick_up
icon being brokenPublished by isXander 7 months ago
Every feature of a controller has now been turned into a modular component, each being optional and provided
by the underlying driver. For example, the SDL gamepad driver will add a rumble component, which contains all the
logic for rumble, but GLFW won't.
As well as all that, the way inputs (buttons, axes, hats) are programmed has been completely rewritten to allow for
an extremely modular system, each input has its own identifier, like controlify:button/south
.
This means custom mappings are not restricted to using only the hardcoded gamepad inputs.
Generic joystick inputs slot into this system nicely using identifiers like controlify:axis/0/negative
.
Then, you can layer input mappings on top of the driver provided inputs like
controlify:axis/0/negative -> controlify:axis/left_stick_up
. Or, make your own inputs like
mypack:button/paddle_left
powered by only resource packs! This mapping process has been greatly simplified with an
in-game mapping wizard that can walk you through creating a mapping (currently only to map to gamepads).
If your controller is not detected as a gamepad, and instead a regular joystick
(either by a driver issue, or you really are using something like a flight-stick), you will be given the
opportunity to easily map your controller to a regular gamepad layout to allow for the default binds to work
and to get button textures. In the future, I hope to create a platform to automatically share your controller mappings
to be used by other people. You can even create your own resource pack that includes these mappings,
and even custom button textures. If you'd like help on how to do this, join my discord server
With 2.0, Controlify now utilises SDL3, the new in-development version of SDL that powers the advanced
controller features. Hopefully, this should mean compatibility for more controllers. However, I regret to say
that Steam Deck users will have to continue waiting for native support for back buttons and gyro.
After heavy research and collaboration with the SDL team, we've concluded that due to the nature of Steam Input,
it's impossible to bypass it unless on a driver level, which is happening.
A kernel driver for Steam Deck is in the works.
Controlify now has basic support for DualSense controller HD haptics. You will feel subtle vibrations when interacting
with menus throughout the game. There is currently no support for adaptive triggers but this is trivial to add in the
future. No haptic effects yet exist for gameplay, this involves sound design which I am not very good at. You can disable
HD haptics in the vibration group in the settings menu.
Published by isXander 9 months ago
Published by isXander 9 months ago
Controlify now supports joystick gamepad emulation. Some controllers may not be picked up correctly
as a gamepad, so now you can emulate a gamepad by teaching Controlify what each input on your controller
corresponds to on a gamepad.
This will automatically appear if Controlify detects that your controller is not a gamepad.
This is a common issue, where all the button textures show as purple/black squares.
Published by isXander 10 months ago
No changelog provided.
Published by isXander 11 months ago
No changelog provided.
Published by isXander 11 months ago
Updated to 1.20.2.
gamecontrollerdb.txt
to SDL and GLFW to (hopefully) improve controller compatibility.delegate_setup
config option has been renamed to quiet_mode
.Published by isXander 12 months ago
delegate_setup
config option has been renamed to quiet_mode
.Published by isXander about 1 year ago
No changelog provided.
Published by isXander about 1 year ago
This patch focuses on stability and controller compatibility.
gamecontrollerdb.txt
to SDL and GLFW to (hopefully) improve controller compatibility.Published by isXander about 1 year ago
Published by isXander about 1 year ago
Published by isXander about 1 year ago
Added a radial menu for quick access to up to 8 common binds that could not fit on
the controller buttons. The menu can be opened by holding down the bind (right d-pad by default),
then selecting with the action you want (right-stick by default) and letting go of the bind.
The menu can be configured in the config screen, as usual.
When your controller is unidentified, a screen will pop up, asking you to send off some
controller data in order for me to add it to the identification database. You can skip this
screen if you want to, and it won't bother you again for that controller.
A lot of changes and improvements have been made regarding the way Controlify handles controllers:
As usual, a lot of bug fixes have been made:
Changes to the database that Controlify uses to identify controllers at runtime.
Published by isXander about 1 year ago
Published by isXander about 1 year ago
Published by isXander over 1 year ago