Time Nick Message 00:31 red-001 rubenwardy: after going into a submenu and then scrolling :/ I get why the menu is like that so it's "flexible" but the old key change menu was more user friendly. I don't see why not just use that space if it's not used by anything 11:22 rubenwardy My concern is that there's limited space on this screen, so you either only show the most popular keys (low utility) or you show everything in a scroll view (clutter). Would rather the controls page be improved. I don't think I've seen any games with controls in the pause menu, it's always in a settings page or contextual hints ingame 11:43 MTDiscord having some kind of escape code string to allow games to show the current keybind's key name for such contextual hints would be nice 11:44 MTDiscord (not sure if there is an issue for that) 11:46 rubenwardy Yeah 11:47 rubenwardy There should be two escape codes - one for the technical name and another for a human readable name in the user's language 11:47 rubenwardy The technical name could also be used with textures 11:47 rubenwardy I think warr1024 made the issue 11:48 rubenwardy https://github.com/luanti-org/luanti/issues/14788 11:48 MTDiscord nice 11:48 rubenwardy The engine should ship with https://kenney.nl/assets/input-prompts 11:48 MTDiscord yes, a technical name would be nice to display textures for each key 11:50 rubenwardy I suppose it would be cool to support such glyphs in text too 11:51 MTDiscord Yey, useful for video/in-game tutorials too 11:52 MTDiscord (let's do the same for keyboards, mouses, touchpads and touchscreens) 11:56 Sendein One thing that'd help declutter the keybind menu a bit would be splitting it up by input types. Would also allow making some names shorter like removing the "(Gamepad)" on a bunch of gamepad binds 11:59 MTDiscord Shouldn't there be a way fir games to customize keybinds while we're playing them ? Bc some controls may be used wayyy differently than usual 11:59 MTDiscord Like change the display names and categories 12:00 MTDiscord Also encouraging games to explain their controls on CDB would be nice in case of distinctive features 12:05 rubenwardy Yeah we should have a custom actions API 12:55 [MatrxMT] hey it's missing the 4 icons with 3 buttons held on the dpad 12:58 [MatrxMT] i wonder if there's any we could recycle for the touchpad... 13:02 [MatrxMT] Sendein: the "(Gamepad)" strings are quite hacky IMO; we should arguably use textures instead, but that would involve more work than I would have liked to put into the gamepad PR (see #17446) 13:02 ShadowBot https://github.com/luanti-org/luanti/issues/17446 -- Some setting's text overflows 13:02 [MatrxMT] (Emojis are not an option because AFAICT Luanti has trouble displaying those) 13:04 Sendein yeah, textures would be ideal 13:04 [MatrxMT] We could also consider hiding certain keybindings behind a smaller "show more" button if the corresponding input type is not present (i.e. hide gamepad controls if no gamepad is conncted) 13:05 Sendein just thought of another good reason for splitting it up though, if menus ever get gamepad/keyboard navigation support shortening the list would make it a lot less annoying to navigate 19:03 [MatrxMT] what if 19:03 [MatrxMT] modules 19:03 [MatrxMT] and the whole itemstack management stuff became its own module