docs: Campaign OP research — Configure Keyboard + Gameplay-tab actions (lane D)
Third of four Opus research lanes for the retail Options panel campaign: - Gameplay Options tab (gmGameplayOptionsUI::ListenToElementMessage @0x0049E110): five of seven buttons have code handlers. Exit to Char Selection -> local EndCharacterSession notice -> confirm dialog -> airborne refusal (byte-verified) -> 0xF653 logoff; Exit Game -> the epilogue path, no confirmation; Urgent Assistance / Report Abuse are WEB LINKS in the EoR build (same support-site URL, byte-verified) — the legacy wire paths still exist (0x0140 AbuseLogRequest: ACE names it but has NO handler; Help channel 0x400 broadcast: ACE handles it); Use Mouse Turning Settings is a 6-option macro (SetMouseTurningDefaults @0x0049E8F0), not a screen — five client-local prefs + one server bit (PlayerOption 0x31); Configure Keyboard / In-Game Help have no element handler in the class (help = external ACHelpPlugin.dll via keystone). - Configure Keyboard (gmKeyboardUI): six ActionClass list boxes, rows from DAT ActionMaps (DBO 0x27), all 19 ID_InputMap_* strings byte-verified; N-way cross-map conflict handling; storage is a LOCAL .keymap file named in UserPreferences.ini, never wire-synced; Reset reloads the DAT master maps (DIDs 0x14000000/0x14000002, which tools/dump-keymap already extracts). retail-default.keymap.txt is a user-saved keymap, not the DAT default. - LOAD-BEARING CORRECTION (verified at the seams): the F11 SettingsPanel is NOT rendered anywhere post-V11 — ToggleSettingsPanel() is an empty no-op, the only IPanelRenderer implementation is the test fake, and SettingsDevToolsComposition documents the keybinds.json fallback. The retail Options panel is therefore acdream's FIRST shipping in-client settings surface, and Configure Keyboard is the ONLY rebind screen — it also clears Campaign V's carried panel debt (#258 adjacent). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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