Spyke

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Finally managed to get the keybind system working

Hopefully this is the last time I have to implement the backend for this - I'm going to reuse the code for this from now on. (The display, however, could definitely use some work.)

You don't have to go through the same ordeal. Get the source code from my Codeberg repo - it's MIT licensed and GenAI-free.

You can also follow the plugin development on my:
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Bluesky

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4 replies

So Godot STILL doesn't let you treat the InputMap.Actions as an editable array? Why? I remember suffering like hell to allow players to have main buttons, secondary buttons + gamepad rebindable keybinds, all because I couldn't simply do something like InputMap.set_action("action_jump", 1) = "whatever"

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I don't know about Godot (I could be missing this feature if they added it) but I sure as hell can let you do that. I'm already storing the events as an array in the config file, after all.

In fact, I'm going to implement this option right now (at least the under-the-hood part, will make an UI for it later).

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Thank you for the feedback! Will test and adjust the config file path. Yeah, volume 0 should be read as muted, and also restore to previous non-zero volume when unmuting (will test tomorrow also).

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Finally managed to get the keybind system working | Spyke