Fixed assignment bugs within GdxKeyMapper
Added bind and unbind console command to (un)assign keys
Added key and key value suggesters
Fixed issue where controlpanel left/right skill buttons was not getting correct blendmode
Added aura icon color
Added default button state BlendMode
Changed level entry image to use BlendMode.DARKEN
Added darkenGold color
Changed darken colors to be references of existing colors (looks correct)
Clicking a SpellsQuickPanel button will hide the panel
Added SpellsQuickPanel
Added HotkeyButton assigned to MappedKey
Added Skill1-16 Keys
Button now has a customizable disabled and highlight state
Hacked together a couple skills for testing purposes
Added animation overlay support (will expand in future)
Added Entity.cast(int)
ControlPanel left and right skill corresponds and changes based on active skill
Mapped key now allows primary key as NOT_MAPPED
Added Map from string to mode index
Added Animation clamp function to play animation until over or stop at last frame
Added additional fields to excel Skills
Added excel Overlay
Added player skill levels to SpellsPanel
Increased visibility of D2S.SkillData
Added Skills class to Player to retrieve skill levels (without modifiers)
Added level entry label
Added BlendMode.TINT_ID_RED since I can't subtract RGB components
Fixed EntryFile column in Levels.Entry
Added DCWrapper which wraps a DC in an Image and adds blending functionality
Exposed a Map's act
Implemented warp interaction (hard-coded to specific offset)
Added Den of Evil (hard-coded layout)
Increased MapLoader min load to load all Act 1 DT1s (will relax a bit) and up to cave level type
Added button to show all labels for items on the ground
Fixed issue where dropped items were overwriting existing entities -- going to replace with ashley soon
Changed blockIndex back to final
Removed ability to mark blocks as deleted
Moved mpqs to MPQFileHandleResolver
Added public final references to individual mpqs
Forced gem.wav to resolve to d2sfx manually
These changes will have a lower impact when pkexplode eventually gets fixed
Fixed entities not un-setting selection on mobile
Fixed projection matrix not setting to the correct viewport
Changed auto zoom to apply if default viewport is 360p (for desktop debugging)
Changed item drop sound to play in the panels and not cursor
This resolved an issue where dropping item on the ground was playing the inventory drop sound