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bump to 1.2.1 with recent fixes, add -O2 to cppflags
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jgeumlek committed Oct 22, 2020
1 parent 9dfaf78 commit 95b0d47
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9 changes: 9 additions & 0 deletions CHANGELOG
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1.2.1
2020-10-22
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Some more contributed changes, with some initial debian packaging being contributed by mbenkmann, along with some other fixes. Another contributed change updates the default install scripts to use a less deprecated /run directory. Unless you are rerunning those install scripts, existing installs should be unaffected. (Not to mention systems will likely have /var/run and /run linked.) Those packaging this software, or making their own use of the sockets or pid files might need to adapt.



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1.2.0
2020-06-19
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2 changes: 1 addition & 1 deletion Makefile
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Expand Up @@ -17,7 +17,7 @@ MG_BUILT_INS+=wiimote
INPUT_HEADER:=""

LDLIBS=-ludev -lpthread -ldl
CPPFLAGS+=-std=c++14 -Wall -Wmissing-field-initializers
CPPFLAGS+=-std=c++14 -Wall -Wmissing-field-initializers -O2

SRCS:=$(shell echo source/core/*.cpp source/core/*/*.cpp source/core/*/*/*.cpp)

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4 changes: 2 additions & 2 deletions README.md
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# MoltenGamepad
*Flexible input device remapper, geared towards gamepads*

(Tested only on Arch Linux, 64-bit)
(Tested mainly on Arch Linux, 64-bit. Debian packaging contributed by mbenkmann)

## Motivation

Do you have input devices that you wish sent different events? MoltenGamepad is a daemon that can replace input devices with virtual ones while providing a way to translate or remap events.

It's main focus is on game controllers. They come in many shapes with many features, but most games make a lot of assumptions about what a controller should look like. MoltenGamepad allows for the diverse real input devices to all appear virtually as a "standard" game pad that most games understand.
Its main focus is on game controllers. They come in many shapes with many features, but most games make a lot of assumptions about what a controller should look like. MoltenGamepad allows for the diverse real input devices to all appear virtually as a "standard" game pad that most games understand.

The goal is to make any controller "just work", even as they are inserted or removed from the system. For complicated input devices, this can even involve writing specialized support to fully exploit their features.

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2 changes: 1 addition & 1 deletion source/core/moltengamepad.h
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#include "plugin_loader.h"
#include "protocols/protocols.h"

#define VERSION_STRING "1.2.0"
#define VERSION_STRING "1.2.1"


class slot_manager;
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