2025-10-22

Written: 2025-10-22
Project: Project Fragmentation

  • Options now precalculates all valid bindstrings (both mouse and key) at start. This is arguably only useful for providing autocomplete to the bind command but its nice to have.
  • Added reset_all_keybinds() as a utility function on Options to bulk reset only keybind related options
  • Added KeybindSettingsWidget which 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)
  • Thelimbo_console_toggle action has now been renamed to dev_console. input_keybind_dev_console is 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_respawn option. Starts disabled. Switches from “tap to place checkpoint, hold to respawn” to “tap to respawn, hold to place checkpoint”

what if a bug had a website

emily/chloe
it/its/she/her
occasional maker of things and poster of thoughts