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Read our own action manifest to configure inputs #156

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For my application, I am dynamically generating action sets at startup. Since there was already a TODO about looking at the JSON to set up inputs internally, I did that. This also required fixing the other TODO about renaming actions so they match the Godot button names.

I also allow starting up without an action set present, so that it can be set at the application's leisure. As long as a game doesn't have an action manifest configured for publishing via the Steam backend, it is free to call SetActionManifestPath as many times as it wants and at any point during application lifecycle. At the moment a blank action set is created immediately at startup, but this is to make the inspector not explode when looking at the property. I want to remove this eventually.

This might fix #132. I'm using input in a weird way for my app so I haven't tried mapping actual analog data through to a game as godot input.

As long as a game doesn't have an action manifest configured in the
Steamworks publisher UI, it is free to call SetActionManifestPath as
many times as it wants.
These are still the same hardcoded inputs, reading the manifest is a
separate problem.
Not complete, still only actually getting handles for the default
action set.
I don't wanna talk about it. So many layers of wrong, and I somehow
discovered them in reverse order.
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No support for trackpad in WMR
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