merge 3.0 changes to main - #106
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… from main game loop
…ase frame drop during testing)
…s; add explicit system.drawing usings because of removing native winform flag in csproj
carousel specific controls no longer bleed into game instances
immediately give focus to game when launching in linux
add a "No Filters" preset to remove all filters; rename None to No Preset
add more localization for toast's; add localization for new preset entries
fix dynamic scale when you switch between full screen and window where the text would scale but the item size wouldn't scale correspondingly
fixed some long titles overflowing; fixed some items overflowing when selected; fix vertical line in binding menu overflowing into title area
color filters weren't being applied because the shader pass wasn't being applied; sharp filter (EPX filter) was set to the wrong height and truncating rows similar to old dx11 bug
extract common cbuffer/ubuffer struct; pull out a filter helper to avoid repeated pitfall on filter implementation where it would pull in screen heigh/viewport param vs the actual render heigh creating truncated graphics
create a setting to link the d-pad and analog stick so that when one is mapped either one works (default: on)
keep native loan words alone and translate in languages where it's not native for binding menus
binary was being compiled without being executable on linux. give most of the compilation is still happening on windows images need to package with proper chmod set for entry binary
now input mapping uses steam sdk controller detection; add glyph mappings for detected input map (ps, xbox, switch, and steam controller supported)
filter/motion-effect factories throw on unknown mode cleanup stale gdi renderer references route slider input through steam seam collapse carousel progress helpers audio sink abstraction shared render pass color planner dedup menu display name switches split renderer init methods dedup menu config callbacks screen handler confirm/controller diagram flags
finally collapse duplicate menu implementations between main menu and in-game menu; extract core handler classes that are consumed across menu systems; fix slider values being too close to right side of the window
finally pull controls out into discrete items (legacy from v1.0 design) similar to how react or other UI frameworks would work; compose existing screens with new controls
info on new screen instructions
refactor fix to move to proper class
force x11 since it wasn't picking up and falling back to wayland when trying to use env var; fix mixed exhibiting of intents in PlatformDetector and moved the code to SDL3WindowBuilder
change linux to match windows implementation for native achievement toast management; will only ever show custom toast when running outside of x11, otherwise uses steam's native vulkan hook to show
support inputs from 1-4 controllers concurrently; add 2 new configs: PlayerCount and HideKeyboardControlsForExtraPlayers; create new submenu when multiple players to keep menu clean
fix default binding logic for players 2-4 on first load
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3.0 release, release notes in the tag