- Options now precalculates all valid bindstrings (both mouse and key) at start. This is arguably only useful for providing autocomplete to the
bindcommand but its nice to have. - Added
reset_all_keybinds()as a utility function on Options to bulk reset only keybind related options - Added
KeybindSettingsWidgetwhich is responsible for displaying and updating both binds for a given key. - Added a second tab to the options menu for all currently implemented keybinds.
- GameManager now handles the pause event in
_input()instead of_process(), this allows the OptionsMenu to completely hijack all inputs for any source (necessary to capture the new key for a keybind without anything else reacting) - The
limbo_console_toggleaction has now been renamed todev_console.input_keybind_dev_consoleis now an exposed keybind that can be rebound. This did require me to change the hardcoded input name in limbo console directly. - Added the
gameplay_tap_to_respawnoption. Starts disabled. Switches from “tap to place checkpoint, hold to respawn” to “tap to respawn, hold to place checkpoint”