Files
crystall-punk-14/Resources/keybinds.yml
DrSmugleaf 0a82aba88e 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>
2020-07-27 00:54:32 +02:00

272 lines
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YAML

version: 1 # Not used right now, whatever.
binds:
- function: UIClick
type: state
key: MouseLeft
canFocus: true
- function: CloseModals
type: state
key: Escape
priority: 10
- function: Use
type: state
key: MouseLeft
canFocus: true
- function: WideAttack
type: state
key: Space
- function: ShowDebugMonitors
type: Toggle
key: F3
- function: HideUI
type: Toggle
mod1: Shift
key: F4
- function: MoveUp
type: State
key: W
- function: MoveLeft
type: State
key: A
- function: MoveRight
type: State
key: D
- function: MoveDown
type: State
key: S
- function: Walk
type: State
key: Shift
- function: ShowEscapeMenu
type: State
key: Escape
- function: FocusChatWindow
type: State
key: T
- function: FocusOOCWindow
type: State
key: LBracket
- function: FocusAdminChatWindow
type: State
key: RBracket
- function: EditorLinePlace
type: State
key: MouseLeft
canFocus: true
mod1: Shift
- function: EditorGridPlace
type: State
key: MouseLeft
canFocus: true
mod1: Control
- function: EditorPlaceObject
type: State
key: MouseLeft
canFocus: true
- function: EditorCancelPlace
type: State
key: MouseRight
canFocus: true
- function: EditorRotateObject
type: State
key: MouseMiddle
- function: SwapHands
type: State
key: X
- function: Drop
type: State
key: Q
- function: ActivateItemInHand
type: State
key: Z
- function: OpenCharacterMenu
type: State
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
canFocus: true
mod1: Shift
- function: ActivateItemInWorld
type: state
key: E
- function: ThrowItemInHand
type: state
key: MouseLeft
canFocus: true
mod1: Alt
- function: TryPullObject
type: state
canFocus: true
key: MouseLeft
mod1: Control
- function: MovePulledObject
type: state
key: MouseRight
mod1: Control
- function: OpenContextMenu
type: state
key: MouseRight
canFocus: true
- function: ToggleCombatMode
type: State
key: R
- function: OpenCraftingMenu
type: state
key: G
- function: OpenTutorial
type: state
key: F1
- function: OpenInventoryMenu
type: state
key: I
- function: SmartEquipBackpack
type: State
key: B
mod1: Shift
- function: SmartEquipBelt
type: State
key: E
mod1: Shift
- function: ShowDebugConsole
type: state
key: Tilde
- function: MouseMiddle
type: state
key: MouseMiddle
canFocus: true
- function: TextCursorLeft
type: state
key: Left
canRepeat: true
- function: TextCursorRight
type: state
key: Right
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: OpenSandboxWindow
type: state
key: B
- function: TakeScreenshot
type: state
key: F2
- function: TakeScreenshotNoUI
type: state
key: F2
mod1: Shift
- function: GuiTabNavigateNext
type: state
key: Tab
- function: GuiTabNavigatePrev
type: state
key: Tab
mod1: Shift
- function: Point
type: State
key: MouseMiddle
mod1: Shift