(fdc038d5d) Keymapping and UX test: - Map use to "E" and Select to "Left Mouse". - Introduce a dedicated key for deselecting ("Right Mouse"). - Introduce a dedicated key for shooting ("Left Mouse"). - Define certain objects as shootables, which simply means that they use the "Shoot" key instead of using the "Use" key. This required the least amount of refactoring the existing code. - TODO: don't register the "Select" input when aiming or when an interface is open -> should prevent interacting through UI elements. - TODO: sync the new input types with the server.
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@@ -78,8 +78,9 @@ namespace Barotrauma.Lights
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AmbientLight = new Color(20, 20, 20, 255);
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visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png", preMultiplyAlpha: false);
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highlightRaster = Sprite.LoadTexture("Content/UI/HighlightRaster.png", preMultiplyAlpha: false);
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visionCircle = Sprite.LoadTexture("Content/Lights/visioncircle.png");
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highlightRaster = Sprite.LoadTexture("Content/UI/HighlightRaster.png");
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CreateRenderTargets(graphics);
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GameMain.Instance.OnResolutionChanged += () =>
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