Me and my friends want to ditch the theme this time and make a 2d platformer. Problem: these are normally played on a controller. And currently my Input System which I plan on using doesn't have gamepad support yet. So I've decided to at least attempt adding it before LD starts.
Gamepad support required me to completely rewrite core systems inside Cablebox (aka. the input system). And the result of that is better, more flexible code + 689 different bugs in the editor.

Here's a list of what's broken and has to be fixed before the jam:
- every method inside of the Input Manager
- Input Map Editor window
- Input Map inspector
- reading keys
And here's a list of what's broken and would be cool if it was fixed before the jam:
- rebinding
- referencing
- saving
- commands
My progress
Today I wanted to start out with the Input Map Editor, as it's almost like a brain of Cablebox. It holds every information about input in the project and is required by almost everything. The main problem currently is that the inspector is completely busted. In the old version, everything UI related was handled inside of one script under a big switch which was a hassle to work in. This is why the new version uses different classes, reflections and other garbage to make it less painful to add new features for me.

However I might have screwed up a little bit, as I wrote the drawers before I added support for them. I used a lot of serialized objects & properties and turns out, you can't just create them from a simple class. I am a little bit stuck, because I want to use them, but I think I will have to ditch them for the time being and use the old Unity GUILayout calls instead.

Closing thoughts
Today I didn't have much time, but I still have high hopes. Worst case scenario I will scramble some janky xinput implementation during the jam alongside an old version of the input system. Wish me luck