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Merge upstream main (v0.2.31) into openxr-work
Brings in 25 upstream commits: Dolphin-compatible input expressions and GCPadNew.ini import, NAND setting.txt console identity, empty-MKW-save handling, rumble toggle, LLVM 22, and CI caching. The only conflict was runtime/CMakeLists.txt, where both sides appended test targets after mkw_platform_paths_tests. Both blocks are kept: the VR first-person test alongside upstream's NAND save/settings, SC serial, and input expression tests. runtime_config.h and settings_overlay.cpp auto-merged; the VR settings menu, recenter hotkey, and stereo/first-person init calls are intact alongside upstream's InputBindings wiring. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -53,7 +53,9 @@ Press **F10** while the game window has focus:
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- Internal resolution
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- FPS counter
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- Controller assignment for all four ports
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- Full per-controller button mapping
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- Full per-controller button mapping, including the bumpers
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- Dolphin-syntax input expressions and GCPadNew.ini import
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- Controller vibration on/off
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- Volume, instant mute, and the music ducking toggle
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Everything you change is saved to `Config.toml` on the spot and restored next launch.
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@@ -63,25 +65,20 @@ Controllers are fed to the game as a GameCube controller.
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Mappings are positional (`south`, `east`, `west`, `north`) rather than Xbox-labelled, so the
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same config makes sense on Xbox, PlayStation, Nintendo and generic SDL pads alike, and extra
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inputs like paddles, touchpads and share buttons show up when the hardware reports them.
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**Dolphin-compatible input expressions.**
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Each GameCube control can carry an expression in Dolphin's input syntax, with the same operators
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and the same functions.
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A Dolphin `GCPadNew.ini` can be imported directly from the F10 bar.
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**Vibration toggle.**
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Force feedback can be turned off for every port at once.
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The official Wii U / Switch GameCube adapter (WUP-028) works too; as with Dolphin, on Windows the
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adapter must be switched to the WinUSB driver once (Zadig).
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**Real Wii Remotes over Bluetooth.**
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Pair a Wii Remote with Windows (Settings > Bluetooth > Add device, press 1+2 or SYNC, leave the
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PIN empty) and the game reads it as an actual Wii Remote through KPAD: Wii Remote icons and
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prompts, Wii Wheel tilt steering, wheelies and tricks all come from the game's own motion code.
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Nunchuk and Classic Controller are real Wii extensions too: the game gets the Nunchuk's stick,
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C/Z and accelerometer, and the Classic Controller through `KPADGetUnifiedWpadStatus` with its own
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layout and icons, so its buttons do what the game says they do and no mapping is involved. Plug an
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extension in or pull it out mid-game and the game switches control scheme like on the console
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(the runtime patches SDL's Wii driver, which otherwise loses the remote for good on an extension
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change). Only the Wii U Pro Controller, which has no Wii-era equivalent, is fed to the game as a
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GameCube pad with Nintendo's layout. If a remote drops out or was switched on after launch, the
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runtime keeps rescanning Bluetooth until it comes back (F10 > Controller settings > Wii Remotes). SDL's read of
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the remote's factory accelerometer calibration often times out over Bluetooth (`console.log`
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then says "Using fallback accelerometer calibration") and it falls back to a nominal zero point,
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so the same menu has a one-button calibration (remote flat, buttons up) that removes the small
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tilt offset some remotes show.
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PIN empty)
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Known limitations of the Wii Remote path:
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- No IR pointer yet: menus are navigated with the D-pad and A (the game treats the remote as
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