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Add keybinding for zooming the camera
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@ -20,6 +20,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Hardwood in tropical forests, frostwood in cold forests, and iron wood on the top of giant trees
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- Recipe for shovel, which is used to dig in mud and graves
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- Recipe for a new leather pack
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- Keybinds for zooming the camera (Defaults: ']' for zooming in and '[' for zooming out)
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### Changed
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@ -49,6 +49,8 @@ gameinput-togglewield = Toggle Wield
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gameinput-interact = Interact
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gameinput-freelook = Free Look
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gameinput-autowalk = Auto Walk/Swim
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gameinput-zoomin = Camera zoom in
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gameinput-zoomout = Camera zoom out
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gameinput-zoomlock = Camera zoom lock
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gameinput-cameraclamp = Camera Clamp
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gameinput-dance = Dance
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@ -132,6 +132,10 @@ pub enum GameInput {
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FreeLook,
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#[strum(serialize = "gameinput-autowalk")]
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AutoWalk,
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#[strum(serialize = "gameinput-zoomin")]
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ZoomIn,
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#[strum(serialize = "gameinput-zoomout")]
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ZoomOut,
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#[strum(serialize = "gameinput-zoomlock")]
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ZoomLock,
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#[strum(serialize = "gameinput-cameraclamp")]
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@ -1067,6 +1067,30 @@ impl PlayState for SessionState {
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self.key_state.auto_walk =
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self.auto_walk && !self.client.borrow().is_gliding();
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},
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GameInput::ZoomIn => {
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if state {
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if self.zoom_lock {
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self.hud.zoom_lock_reminder();
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} else {
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self.scene.handle_input_event(
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Event::Zoom(-30.0),
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&self.client.borrow(),
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);
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}
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}
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},
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GameInput::ZoomOut => {
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if state {
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if self.zoom_lock {
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self.hud.zoom_lock_reminder();
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} else {
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self.scene.handle_input_event(
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Event::Zoom(30.0),
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&self.client.borrow(),
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);
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}
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}
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},
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GameInput::ZoomLock => {
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if state {
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global_state.settings.gameplay.zoom_lock ^= true;
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@ -170,6 +170,8 @@ impl ControlSettings {
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GameInput::ToggleWield => Some(KeyMouse::Key(VirtualKeyCode::R)),
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GameInput::FreeLook => Some(KeyMouse::Key(VirtualKeyCode::L)),
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GameInput::AutoWalk => Some(KeyMouse::Key(VirtualKeyCode::Period)),
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GameInput::ZoomIn => Some(KeyMouse::Key(VirtualKeyCode::RBracket)),
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GameInput::ZoomOut => Some(KeyMouse::Key(VirtualKeyCode::LBracket)),
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GameInput::ZoomLock => None,
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GameInput::CameraClamp => Some(KeyMouse::Key(VirtualKeyCode::Apostrophe)),
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GameInput::CycleCamera => Some(KeyMouse::Key(VirtualKeyCode::Key0)),
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