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v2.8.0 — No Man's Sky gaming profile + Delete restored on BASE
A third gaming profile for No Man's Sky, and Delete comes back to the base layer — it had gone missing in v2.7.0.
Highlights
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NOMANSKY gaming layer (8) — pick it from the game launcher with joystick ← (↑ is still Minecraft, ↓ generic, center cancels). Same locked chassis as the other game layers: no home-row mods, no hold-taps, pure
&kpso every hold works for movement.LSHIFTandLCTRLare swapped versus the Minecraft/GAME layers — Shift (run) sits on the pinky at pos 39, Ctrl on the left thumb at pos 56. NMS runs on Shift and leaves Ctrl unused.- pos 0 =
F12for Steam screenshots, replacing Minecraft'sF3debug screen and GAME's`console. - Underglow: white/silver. The OLED reads
NOMANSKY. - Both game combos work here too —
0+12exits to BASE,0+5re-opens the picker.
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Delete is back on BASE:
mo(CODE)+BSPC. v2.7.0 swapped the right-thumb< 2 DELfor a plain&mo 2(to remove the hold-tap lag entering CODE) and relocated DEL to the MEDIA layer, but the docs never caught up — so it read as a broken key rather than a moved one. DEL now lives on the CODE layer at the left-thumbBSPCposition: hold CODE with the right thumb, tapBSPCwith the left. Cross-hand, so no same-hand roll, and CODE stays instant with no hold-tap cost reintroduced. MEDIA + left-index still types DEL as well.
Docs
KEYMAP.md and CLAUDE.md updated for both changes, plus two pre-existing errors fixed: the game-chassis thumb positions were documented off by one (LSHIFT is @56 with SPACE @57+59), and the gaming RGB note still claimed AUTO_OFF_USB=y when it has been =n since v2.6.0.
Memory budget
Nine layers now. Left half 410 KB / 792 KB flash (51.8%) and 109 KB / 256 KB RAM — the new layer cost about 1 KB flash and 2 KB RAM. Right half unchanged at 270 KB / 62 KB. Plenty of headroom.
Fixed after release: local builds
The release notes originally shipped a "known issue" here claiming config/west.yml pinned zmk to a moving branch that had advanced to Zephyr 4.1. That diagnosis was wrong. The manifest was correct; the local west workspace had drifted from it — the zmk/ clone's git remote still pointed at zmkfirmware/zmk from before the switch to cormoran's fork, so west update silently could not fetch the pinned revision and left the tree on an unrelated commit. CI was never affected, and this release was built from CI.
Fixed in #41, which also adds mise run doctor / doctor-fix / doctor-ci to catch that class of drift automatically.
Flashing
mise run flash-release # double-tap reset: left, then rightIf a previous ZMK Studio edit is stuck, run mise run flash-release-reset first.
Full changelog: v2.7.0...v2.8.0