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OldThink/Resources/keybinds.yml

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version: 1 # Not used right now, whatever.
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binds:
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- function: UIClick
type: State
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key: MouseLeft
canFocus: true
- function: UIRightClick
type: State
key: MouseRight
canFocus: true
priority: 10
- function: CloseModals
type: State
key: Escape
priority: 10
- function: Use
type: State
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key: MouseLeft
canFocus: true
- function: WideAttack
type: State
key: Space
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- function: ShowDebugMonitors
type: Toggle
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key: F3
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- function: HideUI
type: Toggle
mod1: Shift
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key: F4
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- function: MoveUp
type: State
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key: W
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- function: MoveLeft
type: State
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key: A
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- function: MoveRight
type: State
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key: D
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- function: MoveDown
type: State
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key: S
- function: Walk
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type: State
key: Shift
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- function: ShowEscapeMenu
type: State
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key: Escape
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- function: FocusChatWindow
type: State
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key: T
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- function: FocusOOCWindow
type: State
key: LBracket
- function: FocusAdminChatWindow
type: State
key: RBracket
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- function: EditorLinePlace
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type: State
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key: MouseLeft
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canFocus: true
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mod1: Shift
- function: EditorGridPlace
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type: State
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key: MouseLeft
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canFocus: true
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mod1: Control
- function: EditorPlaceObject
type: State
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key: MouseLeft
canFocus: true
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- function: EditorCancelPlace
type: State
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key: MouseRight
canFocus: true
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- function: EditorRotateObject
type: State
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key: MouseMiddle
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- function: SwapHands
type: State
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key: X
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- function: Drop
type: State
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key: Q
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- function: ActivateItemInHand
type: State
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key: Z
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- function: OpenCharacterMenu
type: State
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key: C
- function: TextCursorSelect
# TextCursorSelect HAS to be above ExamineEntity
# So that LineEdit receives it correctly.
# TODO: Make it so that UI keybinds are somehow prioritized so this ordering stuff isn't necessary.
type: State
key: MouseLeft
mod1: Shift
canFocus: true
- function: ExamineEntity
type: State
key: MouseLeft
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canFocus: true
mod1: Shift
- function: ActivateItemInWorld
type: State
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key: E
- function: ThrowItemInHand
type: State
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key: Q
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canFocus: true
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mod1: Control
Add pulling (#1409) * Initial framework for pulling. * Make it possible to pull items via (temporary) keybind Ctrl+Click, make items follow the player correctly. * Make other objects pullable, implement functionality for moving an object being pulled, make only one object able to be pulled at a time. * Make sure that MoveTo won't allow collisions with the player * Update everything to work with the new physics engine * Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs Co-authored-by: ComicIronic <comicironic@gmail.com> * Physics update and convert to direct type casts * Add notnull checks * Add pull keybinds to the tutorial window * Move PullController to shared * Fix pulled items getting left behind * Fix moving pulled objects into walls * Remove flooring of coordinates when moving pulled objects * Add missing null check in PutInHand * Change pulling keybind to control and throwing to alt * Change PhysicsComponent references to IPhysicsComponent * Add trying to pull a pulled entity disabling the pull * Add pulled status effect * Fix merge conflicts * Merge fixes * Make players pullable * Fix being able to pull yourself * Change pull moving to use a velocity * Update pulled and pulling icons to not be buckle A tragedy * Make pulled and pulling icons more consistent * Remove empty not pulled and not pulling images * Pulled icon update * Pulled icon update * Add clicking pulling status effect to stop the pull * Fix spacewalking when pulling * Merge conflict fixes * Add a pull verb * Fix nullable error * Add pulling through the entity drop down menu Co-authored-by: Jackson Lewis <inquisitivepenguin@protonmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com>
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- function: TryPullObject
type: State
Add pulling (#1409) * Initial framework for pulling. * Make it possible to pull items via (temporary) keybind Ctrl+Click, make items follow the player correctly. * Make other objects pullable, implement functionality for moving an object being pulled, make only one object able to be pulled at a time. * Make sure that MoveTo won't allow collisions with the player * Update everything to work with the new physics engine * Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs Co-authored-by: ComicIronic <comicironic@gmail.com> * Physics update and convert to direct type casts * Add notnull checks * Add pull keybinds to the tutorial window * Move PullController to shared * Fix pulled items getting left behind * Fix moving pulled objects into walls * Remove flooring of coordinates when moving pulled objects * Add missing null check in PutInHand * Change pulling keybind to control and throwing to alt * Change PhysicsComponent references to IPhysicsComponent * Add trying to pull a pulled entity disabling the pull * Add pulled status effect * Fix merge conflicts * Merge fixes * Make players pullable * Fix being able to pull yourself * Change pull moving to use a velocity * Update pulled and pulling icons to not be buckle A tragedy * Make pulled and pulling icons more consistent * Remove empty not pulled and not pulling images * Pulled icon update * Pulled icon update * Add clicking pulling status effect to stop the pull * Fix spacewalking when pulling * Merge conflict fixes * Add a pull verb * Fix nullable error * Add pulling through the entity drop down menu Co-authored-by: Jackson Lewis <inquisitivepenguin@protonmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com>
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canFocus: true
key: MouseLeft
mod1: Control
- function: MovePulledObject
type: State
Add pulling (#1409) * Initial framework for pulling. * Make it possible to pull items via (temporary) keybind Ctrl+Click, make items follow the player correctly. * Make other objects pullable, implement functionality for moving an object being pulled, make only one object able to be pulled at a time. * Make sure that MoveTo won't allow collisions with the player * Update everything to work with the new physics engine * Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs Co-authored-by: ComicIronic <comicironic@gmail.com> * Physics update and convert to direct type casts * Add notnull checks * Add pull keybinds to the tutorial window * Move PullController to shared * Fix pulled items getting left behind * Fix moving pulled objects into walls * Remove flooring of coordinates when moving pulled objects * Add missing null check in PutInHand * Change pulling keybind to control and throwing to alt * Change PhysicsComponent references to IPhysicsComponent * Add trying to pull a pulled entity disabling the pull * Add pulled status effect * Fix merge conflicts * Merge fixes * Make players pullable * Fix being able to pull yourself * Change pull moving to use a velocity * Update pulled and pulling icons to not be buckle A tragedy * Make pulled and pulling icons more consistent * Remove empty not pulled and not pulling images * Pulled icon update * Pulled icon update * Add clicking pulling status effect to stop the pull * Fix spacewalking when pulling * Merge conflict fixes * Add a pull verb * Fix nullable error * Add pulling through the entity drop down menu Co-authored-by: Jackson Lewis <inquisitivepenguin@protonmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com>
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key: MouseRight
mod1: Control
- function: ReleasePulledObject
type: State
key: H
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- function: OpenContextMenu
type: State
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key: MouseRight
canFocus: true
- function: ToggleCombatMode
type: State
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key: R
- function: OpenCraftingMenu
type: State
key: G
- function: OpenTutorial
type: State
key: F1
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- function: OpenInventoryMenu
type: State
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key: I
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- function: SmartEquipBackpack
type: State
key: B
mod1: Shift
- function: SmartEquipBelt
type: State
key: E
mod1: Shift
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- function: ShowDebugConsole
type: State
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key: Tilde
- function: MouseMiddle
type: State
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key: MouseMiddle
canFocus: true
- function: TextCursorLeft
type: State
key: Left
canRepeat: true
- function: TextCursorRight
type: State
key: Right
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canRepeat: true
- function: TextCursorWordLeft
type: State
key: Left
mod1: Control
canRepeat: true
- function: TextCursorWordRight
type: State
key: Right
mod1: Control
canRepeat: true
- function: TextCursorBegin
type: State
key: Home
- function: TextCursorEnd
type: State
key: End
canRepeat: true
- function: TextCursorSelectLeft
type: State
key: Left
mod1: Shift
canRepeat: true
- function: TextCursorSelectRight
type: State
key: Right
mod1: Shift
canRepeat: true
- function: TextCursorSelectWordLeft
type: State
key: Left
mod1: Shift
mod2: Control
canRepeat: true
- function: TextCursorSelectWordRight
type: State
key: Right
mod1: Shift
mod2: Control
canRepeat: true
- function: TextCursorSelectBegin
type: State
mod1: Shift
key: Home
- function: TextCursorSelectEnd
type: State
mod1: Shift
key: End
canRepeat: true
- function: TextBackspace
type: State
key: BackSpace
canRepeat: true
- function: TextSubmit
type: State
key: Return
- function: TextSubmit
type: State
key: NumpadEnter
- function: TextSelectAll
type: State
key: A
mod1: Control
- function: TextCopy
type: State
key: C
mod1: Control
- function: TextCut
type: State
key: X
mod1: Control
- function: TextPaste
type: State
key: V
mod1: Control
- function: TextHistoryPrev
type: State
key: Up
- function: TextHistoryNext
type: State
key: Down
- function: TextReleaseFocus
type: State
key: Escape
priority: 15
- function: TextScrollToBottom
type: State
key: PageDown
- function: TextDelete
type: State
key: Delete
canRepeat: true
- function: OpenEntitySpawnWindow
type: State
key: F5
- function: OpenTileSpawnWindow
type: State
key: F6
- function: OpenAdminMenu
type: State
key: F7
- function: OpenSandboxWindow
type: State
key: B
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- function: TakeScreenshot
type: State
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key: F2
- function: TakeScreenshotNoUI
type: State
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key: F2
mod1: Shift
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- function: GuiTabNavigateNext
type: State
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key: Tab
- function: GuiTabNavigatePrev
type: State
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key: Tab
mod1: Shift
- function: Point
type: State
key: MouseMiddle
mod1: Shift
- function: ArcadeUp
type: State
key: Up
- function: ArcadeDown
type: State
key: Down
- function: ArcadeLeft
type: State
key: Left
- function: ArcadeRight
type: State
key: Right
- function: Arcade1
type: State
key: Space
- function: Arcade2
type: State
key: C
- function: Arcade3
type: State
key: Z
- function: OpenAbilitiesMenu
type: State
key: Equal
- function: Hotbar0
type: State
key: Num0
- function: Hotbar1
type: State
key: Num1
- function: Hotbar2
type: State
key: Num2
- function: Hotbar3
type: State
key: Num3
- function: Hotbar4
type: State
key: Num4
- function: Hotbar5
type: State
key: Num5
- function: Hotbar6
type: State
key: Num6
- function: Hotbar7
type: State
key: Num7
- function: Hotbar8
type: State
key: Num8
- function: Hotbar9
type: State
key: Num9
- function: Loadout1
type: State
key: Num1
mod1: Shift
- function: Loadout2
type: State
key: Num2
mod1: Shift
- function: Loadout3
type: State
key: Num3
mod1: Shift
- function: Loadout4
type: State
key: Num4
mod1: Shift
- function: Loadout5
type: State
key: Num5
mod1: Shift
- function: Loadout6
type: State
key: Num6
mod1: Shift
- function: Loadout7
type: State
key: Num7
mod1: Shift
- function: Loadout8
type: State
key: Num8
mod1: Shift
- function: Loadout9
type: State
key: Num9
mod1: Shift