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feat: register mod-qualified input actions - #618

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vdmkenny merged 2 commits into
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feat/scripted-input-actions
Oct 3, 2026
Merged

vdmkenny merged 2 commits into
mainfrom
feat/scripted-input-actions

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@vdmkenny vdmkenny commented Oct 3, 2026 •

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Menu scripts register named actions shown in the controls screen. Bindings persist by mod-qualified name, defaults do not steal occupied controls, and input uses shared activation/rebinding paths. Player/menu scripts receive press edges through on_action; reload suppresses held controls until release.

Extend the custom-order example with Shift + F12 sending a game event. Tests cover names, conflicts, persistence, cancel/reset, controller buttons, reload and end-to-end delivery. The quality pass adds registration-generation guards, scoped failed-load rollback and case-insensitive saved-name collision checks.

Checks: 1,912 tests passed, one skipped; ReleaseSafe build, formatting and check-files pass. Other registries remain in #558.

Closes #617

Show menu scripts' actions in controls and keep bindings by qualified
name. Share activation and rebinding with original controls, avoid
stealing occupied defaults and suppress held presses on reload.

Test persistence, conflicts, cancel/reset, edges and an action that
sends a game event to start a custom order.

Closes #617
Track registration generations for waits, conflicts and cancel state.
Roll back only actions created by a failed script load, and reject
case-only names that collide in saved profile keys.

Share binding conflict lookup and keep original label rendering.
@vdmkenny
vdmkenny merged commit be32494 into main Oct 3, 2026
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@vdmkenny
vdmkenny deleted the feat/scripted-input-actions branch October 3, 2026 16:17
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Scripted input: register mod-qualified bindable actions

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