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add new keybind key
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mods/settings.md

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@@ -423,14 +423,16 @@ A list of keybind names can be found [in the Geode repository](https://github.co
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Traditionally, due to conflicts with system keybinds, Geometry Dash on macOS assigns the same actions to Control and Command modifiers. This can be accomplished for any mod through per-platform default values.
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Keybinds have three special keys: `priority`, `category`, and `migrate-from`.
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Keybinds have four special keys: `priority`, `category`, `migrate-from`, and `allow-in-text-inputs`.
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`priority` is an integer that defines the priority of the keybind (whether it should execute before or after other keybinds); higher values mean higher priority, meaning that the keybind executes first. **You should not specify priority unless you have a good reason to.**
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`category` is one of `editor` (keybinds that work in the level editor), `gameplay` (keybinds that works while playing levels), or `universal` (keybinds that work everywhere in the game). **Categories are not required**; they're intended for situations where your keybind clearly fits into one of the categories. If your keybind doesn't – for example, it's for a mod-specific layer – then just leave the category out.
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`migrate-from` is the name of a keybind from the old Custom Keybinds mod. For example, in the code snippet below is an old definition from BetterEdit for a keybind with the ID `"rotate-45-ccw"_spr` (aka `hjfod.betteredit/rotate-45-ccw`).
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`allow-in-text-inputs` determines whether the keybind will be triggered while a text input is active. By default this is `false`.
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```cpp
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BindManager::get()->registerBindable(BindableAction(
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"rotate-45-ccw"_spr,

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