I hit an issue with the AWT facade where the Facade's keys aren't being used because the Minimap module shares three of the same keys. While it makes sense for a module to override keys, this continues to happen even when the Minimap module isn't active, and even when the minimap module is removed altogether.
The problem appears to be (and this is speculation) that a particular key only appears in the config file once, and once that key appears in the config file, nothing else is allowed to use it.
I understand why we want to save binding preferences even when a module isn't used, but I think we need some way to give active modules including engine preference when assigning keys. The only way I can see to do that and be backward compatible is to allow a key to be used in multiple bindings in the config file, then try to resolve them at in-game state setup runtime.
In the short term, I have manually edited my config file to remove the minimap module bindings.
The problem appears to be (and this is speculation) that a particular key only appears in the config file once, and once that key appears in the config file, nothing else is allowed to use it.
I understand why we want to save binding preferences even when a module isn't used, but I think we need some way to give active modules including engine preference when assigning keys. The only way I can see to do that and be backward compatible is to allow a key to be used in multiple bindings in the config file, then try to resolve them at in-game state setup runtime.
In the short term, I have manually edited my config file to remove the minimap module bindings.