Controlify 1.1 (Beta 3)
New Features
Gyro support
Controlify now has built-in support for controller gyroscopes, allowing you to make fine movements in-game. This can be combined with flick stick to be able to use a controller without the compromise of using the thumbsticks.
This requires use of a compatible controller, such as a Dualsense controller.
Currently, the Steam Deck is not supported, as it does not expose the gyro data to the OS, however, explicit support for this device is planned in the future.
UI sounds
A toggleable setting enables playing the legacy console edition UI sound when changing the selected component in GUIs. In the future, this will be expanded to have more sounds.
Under-the-hood drivers
Controlify now uses a new driver system, which allows me to combine multiple libraries to create a more powerful controller interface, with a modular system to mix and match drivers.
This means in the future, I can add more advanced features per-controller, such as Steam Deck touchpad and back buttons explicitly supported in-game.
Improved joystick mapping
Allows the mapping of joysticks to be more flexible, allowing for more complex mappings. This has been battle-tested with a Thrustmaster TM.16000M FCS HOTAS joystick.
Built-in resource pack for extra mappings
Controlify now has a built-in resource pack, which contains mappings and language files for the aforementioned joystick.
The split was done to not modify the default language file, which would become huge in size and potentially cause merge conflicts.
Improved crash handling
Where possible, Controlify now generates Minecraft crash reports with details of the controller which caused the crash.
Changes
Screen navigation improvements
Moving between components in GUIs feel more like most other games, where when holding the stick in a direction, it moves once, waits a bit, and then moves through components quickly. Think holding down a key while you type.
More controller identifications
More controllers are now identified out-of-box, particularly the PS3 and Dualsense controllers.
Along with that, Dualsense, PS3 and Steam Deck now have textures.
Vibration natives downloading changes
The vibration natives are now downloaded from my maven repository, allowing for better version control and syncing with the mod version.
Bug Fixes
- Fixed a bug where closing the pause menu or similar menu would cause you to trigger in-game inputs if bound to the same button
- Fixed YetAnotherConfigLib not being declared as a fabric dependency, causing crashes if not present.
API Changes
Sources JAR now published
The sources JAR is now published to the maven repository, allowing you to debug Controlify and view documentation in your IDE.
Controller binding API refactor
Controller binding API has had a minor refactor that will cause incompatibilities with mods.
YACL option binding generator
Bindings now allow you to create a YACL option, to add to your own config GUIs.
Controlify 1.1 (Beta 2)
New Vibrations
- Explosions now cause a vibration. Their intensity is scaled based on the explosion's distance from the player and power. This is a cool custom effect where you feel an initial boom, and then another fading vibration.
- Survival block mining now causes a vibration. The intensity is scaled based on the block's hardness.
- Item break now causes a vibration.
- Fishing rod fish bite now causes a vibration.
Vibration Changes
A new continuous vibration effect has been added. This allows for more complex vibrations over a non-specific duration. This means an overhaul of some vibrations:
- Bow draw vibration now feels like a real bow draw with a slight wobble on max charge (like the animation).
- Crossbow load vibration now matches the animation.
- Eating vibration now matches the animation.
Also, vibrations now play nicely together, where playing a vibration over a longer vibration does not cause the longer vibration to stop, but pause.
Bug Fixes
- Fix the health vibration sometimes not playing.
- Fix controllers not being detected half the time on startup.
- Fix unidentified controllers not being able to save configs.
Controlify 1.1 (Beta 1)
A noteable update to Controlify, with a lot of new features.
New Features
- Controller vibration support for all platforms.
- Reach-around block interaction that imitates Bedrock Edition's exact behaviour.
- Reduce aim sensitivity option. When aiming, the sensitivity is reduced and more fine control is given.
- Modded keybinds are now automatically registered as controller binds.
- Bindings are now grouped into categories.
- Compound joysticks, allowing for an infinite amount of inputs. This currently has no UI, and you have to create a joystick mapping resource-pack yourself. This will come in a future update.
- Two abstract gui controller binds are available for mod developers to use in any screen context.
- Button guide in screens, with a new API for mod developers to add their own button guides.
- New registry for screenop API, as an alternative to mixing into UIs, you now register
ScreenProcessor
s andComponentProcessor
s on the Controlify entrypoint. - New builder API for controller bindings, deprecating the old constructor-based approach.
Controller Vibration
This is a feature that is available on all platforms, Windows, Linux, and Mac. Only a few vibrations are implemented in this beta, but I'd love suggestions for more. The current vibrations are:
- Using items (including eating)
- Taking damage
- Ender dragon death
- Anvil use (clang! clang! clang!)
Changes
There are multiple breaking API changes in this update, but as of writing, I am not aware of any mods that utilise any of Controlify's APIs. This will not happen in minor updates when this mod is more popular.
- Ingame guide registry now takes a function that provides
IngameGuideContext
, rather than many parameters, this future-proofs the API if more parameters are added. - Some ingame guide classes have moved inside the
api
package. - Partial Chinese translation by @GodGun968.
Bug Fixes
- Fixed a bug where some in-game binds worked in containers. (#35)
Controlify 1.0
Due to this being the first full release, all features from betas will be listed here.
Features
- In-game complete controller input
- 4-axis screen operation with thumbsticks
- In-game button guide hud with accompanying mod API
- Cursor snapping to slots in containers (with API)
- Bedrock-like look sensitivity
- Controller mapping interface to change buttons
- "Virtual mouse" fallback for incompatible screens and containers
- Joystick support (limited)
- Auto deadzone detection
- Controller hotplugging
- Resource-pack based controller model identification, button rendering and joystick mapping
- Seperate X/Y axis sensitivity settings
- Axis deadzone configuration
- Accessibility options per-controller, auto jump, toggle sneak, toggle sprint.
- 1.19.4 tab system compatibility
- Steam Deck support
- Chat offset for on-screen keyboards
- Keyboard-like movement setting for over-zealous anti-cheats
- Immediately-fast HUD batching
Compatibility
- Most vanilla menu support
- YACL support
- Sodium support
- Iris support
- Explicit immediately-fast support for button guide hud batching
New since 0.3.0
- Update to 1.19.4 release
- Rewritten controller identification system to be more reliable and to support Steam Deck
- Add icon to Mod Menu
- Fix virtual mouse spawning top-left when it should spawn in the middle
- Chat offset for on-screen keyboards
- Add compatibility for navbars for all screens, rather than just create world
- Controller switch confirmation toast
- Keyboard-like movement setting for over-zealous anti-cheats
- Fix binding API breaking with generics
- Fix YACL cycling using incorrect bindings
Milestone 3
This milestone includes a lot of community suggestions and joystick support (though multiple of these cannot be used at once yet)
- Joystick support - completely modular with resource pack mapping system.
- Controller deadzone auto-calibration system
- More button guides
- Swap hands bind
- Shift click bind
- Better error handling for controller identification service
- Improve controller looking
- Improve controller snapping
- Auto jump per-controller
- Steamdeck identification
- Sodium support (this build and onwards)
- Current controller is now saved between loads
- New 1.19.4-pre1 create world screen tab compatibility
Milestone 2
- In-game dynamic button guide hud with accompanying API
- Controller cursor snapping for containers
- Rewrite of player look input to feel more snappy and bedrock-like
- Fix toggle sneak not working
- Fix controller bindings not saving in some scenarios
Milestone 0.1
- In-game complete controller input
- Controller Mapping
- Joystick screen navigation
- Virtual Mouse Support in any GUI
- Controller hotplugging
- Common vanilla menu compatibility
- YACL compatibility
- Controller model identification
- Controller button theming
- Separate X/Y look sensitivity control
- Controller deadzone configuration
- Controller Accessibility (auto jump + sneak)