This is major crosshair rendering rewrite aimed at performance and inverted support...
The rendering side replaces the current DDraw impl with Dx11. This buffs rendering performance and opens up development for 3D and shaders. I'd use Dx12 or Vulkan but they dont play nice with overlays.
A large part of this involved improving blending support. The main method was reworked for performance. New capture methods were added to support systems that dont support the main method. Each of these come with various tradeoffs so I made these selectable. By default the best known one is selected for known GPUs and games.
Then XBox controller support. PS and other controllers are planned based on feedback. For now DS4Windows is recommended.
The rest are feedback items and fixes :)
UPDATES
NEW: Crosshair rendering rewrite to use Directx11. This improves performance and opens up future crosshairs to 3D and shaders.
NEW: New configurable blending methods to improve color inversion support. Attemps to pick best method by default.
NEW: XBox controller support
BUFF: Bump scale limit to 4x (from 2x). This should allow near fullscreen LPVOs.
BUFF: FPS limiter adjusts in 1 increments, instead of 10
BUFF: Add pixel guide to grid background in demo view.
BUFF: Create: Improve creating arcs
FIX: Input bindings not working for mouse buttons.
TODO
Several folks asked for more complex create features like animation transitions. Only so much can be done with sliders and buttons so I'm thinking to introduce scripting support to offer full freedom over crosshair design and behavior :)
NEW: scripted (LUA) crosshairs
NEW: collection: bound games selector
NEW: Allow animations to blend between actions.
NEW: Easier animations using tweens.
Feedback greatly appreciated! - Steam - Reddit - Email
May you guru in your pew pew! ːsteamhappyː
Changed files in this update