diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 1396dcb83..4132f5b16 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -1,4 +1,9 @@ -24.12.3 +24.12.8 +======= + + Uncommented checks for PlayStation controllers when a game uses + Windows.Gaming.Input warning about potential incompatibility. + +24.12.3 ======= + Various changes to ensure GameInput games do not read from the same memory that SK's input I/O threads are actively writing to, lockless of course. diff --git a/include/SpecialK/DLL_VERSION.H b/include/SpecialK/DLL_VERSION.H index eb1875f3d..c704d3e8f 100644 --- a/include/SpecialK/DLL_VERSION.H +++ b/include/SpecialK/DLL_VERSION.H @@ -2,7 +2,7 @@ #define SK_YEAR 24 #define SK_MONTH 12 -#define SK_DATE 3 +#define SK_DATE 8 #define SK_REV_N 0 #define SK_REV 0 diff --git a/src/input/windows.gaming.input.cpp b/src/input/windows.gaming.input.cpp index f8f00b0d5..c664e9488 100644 --- a/src/input/windows.gaming.input.cpp +++ b/src/input/windows.gaming.input.cpp @@ -998,10 +998,10 @@ RoGetActivationFactory_Detour ( _In_ HSTRING activatableClassId, SK_HID_SetupPlayStationControllers () ); - //const bool bHasPlayStationControllers = - // (! SK_HID_PlayStationControllers.empty ()); - // - //if (bHasPlayStationControllers) + const bool bHasPlayStationControllers = + (! SK_HID_PlayStationControllers.empty ()); + + if (bHasPlayStationControllers) { if ((! config.input.gamepad.xinput.emulate) && SK_GetCurrentGameID () != SK_GAME_ID::HorizonForbiddenWest && SK_GetCurrentGameID () != SK_GAME_ID::RatchetAndClank_RiftApart &&