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let overlay controls edit native binds left without an editor - #276
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Overlay controls now edit and clear the native bindings for nine actions that lacked an in-game editor, including bindings saved through Everest’s former keyboard and controller screens. The Grab Mode popup also adds a Cycle control with a bindable hotkey.
WalkthroughOverlay action keys now resolve to their corresponding native settings bindings, including slot, timescale, frame-step, grab-mode, FPS bypass, and debug-map actions. The FPS Bypass popup shows binding context for Smooth Camera. The grab-mode popup adds a Cycle button that cycles the active grab mode. Tests verify that assigning a hotkey updates the corresponding setting. The documentation and changelog describe these controls. Priority: ➖ Normal Merge Risk: ⚪ Minimal · up to The change adds native hotkey editing and a grab-mode cycle control. No concrete behavior risk requiring a pre-merge fix is established by the supplied evidence. Pre-merge checks |
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Codex Review: Didn't find any major issues. Bravo. Reviewed commit: ℹ️ About Codex in GitHubYour team has set up Codex to review pull requests in this repo. Reviews are triggered when you
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Note 🤖 Claude Opus 5.5 responding on behalf of Microck @coderabbitai review |
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Note 🤖 Claude Opus 5.5 responding on behalf of Microck @coderabbitai review |
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…itor Everest's generated keyboard and controller screens left Akron's mod options in #270, which stranded nine native binds: a value saved there kept firing but could not be changed or cleared in-game. Map SRT Slot Previous/Next, Timescale Decrease/Increase, Frame Stepper Step Once, Open Debug Map and the FPS Bypass row onto those native binds in ResolveDefaultButtonBinding, so right-clicking them edits and clears the real binding. Grab Mode cycling and frame bypass camera smoothing had no matching control, so the Grab Mode popup gets a Cycle button and the FPS Bypass popup's Smooth Camera button becomes bindable.
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Codex Review: Didn't find any major issues. Hooray! Reviewed commit: ℹ️ About Codex in GitHubYour team has set up Codex to review pull requests in this repo. Reviews are triggered when you
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Summary
follow-up to #270. dropping everest's generated keyboard/controller screens from akron's mod options left nine native binds without any in-game editor. if you'd set one of them there before, it kept firing but you couldn't change or clear it. right-clicking the matching overlay control only added a second, separate overlay bind next to it.
this maps those controls onto the native binds in
ResolveDefaultButtonBinding, the same way StartPos, retry and the cursor holds already work, so right-click edits and clears the real binding:PreviousSlot/NextSlotDecreaseTimescale/IncreaseTimescaleStepFrame(which also keeps hold-to-repeat, since that reads the native bind)OpenDebugMapToggleFrameBypasstwo of them had no matching control, so they get one:
CycleGrabModeCycleFrameBypassCameraSmoothingthe Keybinds tab now lists these native binds too: top-level rows count native binds as well as overlay ones, and the two new popup targets are registered like the other popup actions.
the native hotkey handlers are unchanged. only the overlay's bind and clear actions now point at the native binds. overlay binds people already set on these controls keep working:
HasMenuBindingstill wins for display and dispatch, and the context menu's Clear removes both.Verification
ButtonBindinginstance the hotkey handler reads (identity, since CI's reference-only Celeste.dll can't runButtonBinding.Keys). all nine fail with the mapping block removedChecks run
rebased on #268 (menu mouse). build passed, 2029/2029 tests passed on b92a3f4,
make format-checkpasses.Live verification
Celeste/1-ForsakenCityviaakron_qa_enter_level 1 normal 0OpenDebugMap: [F9]intomodsettings-Akron.celesteto stand in for a bind saved through the old everest screenBinding: F9andBuilt-in: F9, with Clear binding enabled. Clear: the savedOpenDebugMapkeys become[], and pressing F9 in the level leaves the scene as Level (before this change, Clear removed only the overlay bind and F9 kept opening the debug map)Grab Mode / Cycle,Binding: Unbound. Bind input + F8: the savedCycleGrabModekeys become[F8]. pressing F8 in the level changed Active grab mode from Toggle to InvertOpenDebugMap = F9andCycleGrabMode = F8saved and no overlay binds: it listsOpen Debug Map F9andGrab Mode / Cycle F8AI assistance disclosure
agent_name: Claude Code (omp harness)agent_version: not exposedmodel_used: anthropic/claude-opus-5-5human_testing: none yetcontribution_summary: mapped the stranded native binds onto their overlay controls, added the Grab Mode Cycle button and Smooth Camera bind target, wrote the tests and docs, and ran the live checks on the linux test box