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Cheeseness authored
* Added InputAction::mouseAxisValue * Added INPUT_UI_SELECT binding for focused GUI widget activation (mouse unbound since mouse clicks are handled differently in menus) * Added InputManager::accumulateKeyboardEvent(), accumulateMouseButtonEvent(), accumulateMouseAxisEvent(), accumulateJoystickButtonEvent(), and accumulateJoystickAxisEvent() * Updated secondary INPUT_FIRE keyboard binding to be cursor up key, restoring jam version behaviour * Updated InputAction::getValue() to return larger of value and mouseAxisValue * Updated InputManager to process input events and then process InputActions on game tick to prevent lost intra-frame inputs * Updated CHANGES file to reflect recent work * Updated README.dm to note that --fps is experimental * Updated README.dm to note that launch options modify persistent settings * Updated Game::runMainLoop() to register keyboard, mouse, and joystick event sources, and pass relevant events through to InputManager * Updated InputManager::processMenuInput() to assign doAction by INPUT_UI_SELECT rather than INPUT_FIRE * Refactored InputAction::updateState() into processKeyboardEvent(), processMouseEvent(), processJoystickEvent(), and updateValue() * Refactored InputManager::update() into InputManager::processInput() * Refactored InputManager::processInput() cancel binding handling into updateBinding() * Refactored InputManager::processInput() mouse warping code into InputManager::accumulateMouseAxisEvent() * Refactored InputManager::processMenuInputKeyboard() into InputManager::processMenuInput() * Refactored InputManager::processGameInputKeyboard() into InputManager::processGameInput() * Fixed possible memory leak in InputManager::processInput() when grabbing mouse on click
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