Last sentences to F-Keys: Ergonomic disadvantage isn't really a reason for the shortcuts in editor. When creating a map there is no hurry to switch between different views (overlays) and immediately open other windows. IMHO. If somewhen an additional overlay get implemented, it could just be added to an F-key, otherwise one has to find another character-key for it..
> - j = inventory
In Editor there is no inventory. Maybe sometime if the editor is capable for helping with scripting. As explained before there is no need to keep all the shortcuts from in game in the editor (except for global shortcuts).
> ... that PRESSED button is the regular...
> ... RELEASED button stands for hiding resources and immovables.
> Is that how we want it?
From my point of view this behavior would be logical: Pressed = On
Last sentences to F-Keys: Ergonomic disadvantage isn't really a reason for the shortcuts in editor. When creating a map there is no hurry to switch between different views (overlays) and immediately open other windows. IMHO. If somewhen an additional overlay get implemented, it could just be added to an F-key, otherwise one has to find another character-key for it..
> - j = inventory
In Editor there is no inventory. Maybe sometime if the editor is capable for helping with scripting. As explained before there is no need to keep all the shortcuts from in game in the editor (except for global shortcuts).
> ... that PRESSED button is the regular...
> ... RELEASED button stands for hiding resources and immovables.
> Is that how we want it?
From my point of view this behavior would be logical: Pressed = On