So Godot STILL doesn't let you treat the InputMap.Actions as an editable array? Why? I remember suffering like hell to allow players to have main buttons, secondary buttons + gamepad rebindable keybinds, all because I couldn't simply do something like InputMap.set_action("action_jump", 1) = "whatever"
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Thank you for the feedback! Will test and adjust the config file path. Yeah, volume 0 should be read as muted, and also restore to previous non-zero volume when unmuting (will test tomorrow also).
Made a devlog about fixing this, but didn't know how to tag you https://piefed.social/c/godot@programming.dev/p/2503542/lemmy-saves-the-day-mpup-devlog-1
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