Added two new input group types to handle custom bindings for the overworld menu. Made Start on controllers redirect to loadout menu and top face button on controllers now pull up the menu. Made loadout menu default to the Start button normally but the first item if the Start button is disabled (tutorial). Release Build 13243.
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This commit is contained in:
AMay 2026-04-07 17:41:16 -05:00
parent b189a53bf1
commit 660ac6e33a
8 changed files with 30 additions and 9 deletions

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@ -154,6 +154,8 @@ InputGroup AiL::KEY_SCROLLVERT_L;
InputGroup AiL::KEY_SCROLL;
InputGroup AiL::KEY_SHOULDER;
InputGroup AiL::KEY_SHOULDER2;
InputGroup AiL::KEY_OVERWORLDMENU_GAMEMENU;
InputGroup AiL::KEY_OVERWORLDMENU_STARTSTAGE;
InputGroup AiL::KEY_CHANGE_LOADOUT;
InputGroup AiL::KEY_MOUSE_RIGHT;
@ -3357,6 +3359,11 @@ void AiL::InitializeDefaultKeybinds(){
Player::KEY_ITEM3.AddKeybind({KEY,K3});
Player::KEY_ITEM3.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::SELECT)});
Player::KEY_ITEM3.AddKeybind({STEAM,Steam::ITEM_3});
KEY_OVERWORLDMENU_GAMEMENU.AddKeybind({KEY,ESCAPE});
KEY_OVERWORLDMENU_GAMEMENU.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::FACE_U)});
KEY_OVERWORLDMENU_GAMEMENU.AddKeybind({STEAM,Steam::FUNCTION_2});
KEY_OVERWORLDMENU_STARTSTAGE.AddKeybind({STEAM,Steam::CONFIRM});
KEY_OVERWORLDMENU_STARTSTAGE.AddKeybind({STEAM,Steam::MENU_PAUSE});
KEY_ATTACK.AddKeybind({KEY,SHIFT});
KEY_ATTACK.AddKeybind({MOUSE,Mouse::LEFT});
KEY_ATTACK.AddKeybind({CONTROLLER,static_cast<int>(GPButtons::FACE_R)});

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@ -165,6 +165,8 @@ public:
static InputGroup KEY_SHOULDER2;
static InputGroup KEY_CHANGE_LOADOUT;
static InputGroup KEY_ENTER;
static InputGroup KEY_OVERWORLDMENU_GAMEMENU;
static InputGroup KEY_OVERWORLDMENU_STARTSTAGE;
static InputGroup KEY_MOUSE_RIGHT;

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@ -1,6 +1,22 @@
Bonus Boss:
You fight against 3 "Shadows" of Heroes. which is basically a combination for Warrior + Thief, Archer + Trapper and Wizard + Witch
Warrior + Thief
Run up towards the player
Auto Attack (4 second cooldown)
Sneak Attack
Block/Roll
Battlecry
Ground Slam
Sonic Slash
Hidden Dagger
Deadly Dash
Adrenaline Rush
Endboss:
I want to have an empowered version for The Skelett Berserker, Skelett Archer and Captain

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@ -121,7 +121,8 @@ void Menu::InitializeItemLoadoutWindow(){
itemLoadoutWindow->SetupKeyboardNavigation(
[](MenuType type,Data&returnData){ //On Open
returnData="Loadout Item 1";
if(Component<MenuComponent>(MenuType::ITEM_LOADOUT,"Start Level Button")->IsGreyedOut())returnData="Loadout Item 1";
else returnData="Start Level Button";
},
{ //Button Key
{game->KEY_START,{"Start Stage",[](MenuType type){

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@ -81,10 +81,10 @@ void Menu::InitializeOverworldMapLevelWindow(){
levelSelectWindow->SetupKeyboardNavigation(
[](MenuType type,Data&returnData){ /*On Open*/},
{ //Button Key
{{game->KEY_MENU},{"Game Menu",[](MenuType type){
{game->KEY_OVERWORLDMENU_GAMEMENU,{"Game Menu",[](MenuType type){
Menu::OpenMenu(OVERWORLD_MENU);
}}},
{{game->KEY_CONFIRM},{"Start Stage",[](MenuType type){
{{game->KEY_OVERWORLDMENU_STARTSTAGE},{"Start Stage",[](MenuType type){
if(!Menu::UsingMouseNavigation()){
Component<MenuComponent>(type,"Enter Button")->Click();
}

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@ -17,11 +17,6 @@ Cherry pick 6355054d6c8e76c6aa4b18760a293e3d1a020752 from master
Cherry pick 5914938b709927bb8a8557795d6d46fcbfcfb4ea from SkeletonFireMage
Cherry pick 66a10cee9f874f024633efdc84ebb4432752ab15 from SkeletonFireMage
Add unit test for IsSkeletonMage()
Thunder Orb startpos should stay in sync with Thunder Orb's position. When near the player, zaps should redirect to the player.
Unit test to check for an expiry time with blank slots/gaps in the effect system.
DEMO
====

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@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 3
#define VERSION_PATCH 0
#define VERSION_BUILD 13233
#define VERSION_BUILD 13243
#define stringify(a) stringify_(a)
#define stringify_(a) #a