SnailHunter ADMIN
2026.08.06
Two halves. The K one is fixed; the click-to-front one is a bigger change and I would rather do it properly than bodge it, so this stays open for that.
FIXED - K not opening the skill window. It was never about K specifically: the keyboard router bailed out completely whenever Keyboard Settings was open, so the ENTIRE keymap was dead - every menu key, every skill, every quick slot, every emote. K is just the one you happened to reach for.
That guard was left over from an older version of this window, where you rebound a key by clicking a row and then pressing the key you wanted - so game hotkeys had to be blocked or they would fire while you were choosing. That mode was removed when the window was rewritten to the authentic drag-a-skill-onto-a-key model, but the guard stayed behind. Nothing needed protecting any more.
v83 agrees, for what it is worth: its Keyboard Setting window is explicitly non-focus-grabbing and the client's key-swallow list has no entry for it, so every key except ESC still reaches the game while it is open. ESC still belongs to the window (otherwise one press would close the window AND run the general close-everything handler).
STILL OPEN - windows should come to the front when clicked. This is real and I confirmed it: every window sets a fixed depth when it is built and nothing ever changes it, so Keyboard Settings is permanently above the Skill window no matter which you click. There is no z-order manager in the UI at all. The fix is to add one - a shared 'most recently opened or clicked goes on top' allocator, which is what the real client does - and touch every window to use it. That is a wide change and I want it on its own rather than buried in a batch. Tracking it here (and #45 is the same underlying thing).
The K half is on the editor preview now.
FIXED - K not opening the skill window. It was never about K specifically: the keyboard router bailed out completely whenever Keyboard Settings was open, so the ENTIRE keymap was dead - every menu key, every skill, every quick slot, every emote. K is just the one you happened to reach for.
That guard was left over from an older version of this window, where you rebound a key by clicking a row and then pressing the key you wanted - so game hotkeys had to be blocked or they would fire while you were choosing. That mode was removed when the window was rewritten to the authentic drag-a-skill-onto-a-key model, but the guard stayed behind. Nothing needed protecting any more.
v83 agrees, for what it is worth: its Keyboard Setting window is explicitly non-focus-grabbing and the client's key-swallow list has no entry for it, so every key except ESC still reaches the game while it is open. ESC still belongs to the window (otherwise one press would close the window AND run the general close-everything handler).
STILL OPEN - windows should come to the front when clicked. This is real and I confirmed it: every window sets a fixed depth when it is built and nothing ever changes it, so Keyboard Settings is permanently above the Skill window no matter which you click. There is no z-order manager in the UI at all. The fix is to add one - a shared 'most recently opened or clicked goes on top' allocator, which is what the real client does - and touch every window to use it. That is a wide change and I want it on its own rather than buried in a batch. Tracking it here (and #45 is the same underlying thing).
The K half is on the editor preview now.








