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Improve KeyBind data handling #1322

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@zaklaus
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commented Jun 6, 2019

This PR tries to tackle issues mentioned by #1320 (comment) by adding simple error resolution measurements to ensure backward and forward compatibility of the game.

Unknown actions will now be ignored by the InputManager, but kept in memory, so we can store them back to the settings file once we rebuild it.

Keep track of unknown actions
This way, we can store unknown actions back, so newer builds won't lose the ability to use them.

Change KeyBindData_v1 format to handle unknown actions better

This modifies how the game loads in new keybindings and makes sure unknown actions get ignored.

@zaklaus zaklaus referenced this pull request Jun 6, 2019

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Refactor TransportManager #1320

@Interkarma

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commented Jun 21, 2019

I'm looking into adding a new binding UI a bit later in project, and may overhaul how bindings work to solve this same problem in a different manner. At this time though, I'm not wanting to change available keybinds or adjust how this is handled. I'm sorry for any inconvenience caused.

@Interkarma Interkarma closed this Jun 21, 2019

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commented Jun 21, 2019

Hi,

no problem with that, I'm looking forward to the changes.

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