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Changelog

Remap your real keyboard, radial menus, and anti-deadzone that steps aside while you aim

Mapping gets a Keyboard and mouse section: click any key to choose what it sends, with hold, double tap, turbo, toggle, layers and analog depth zones on Pro. Radial Menus get their own page. Anti-deadzone can switch itself off while you aim down sights, the Dashboard shows keyboard and mouse driving a controller live, and switching between Xbox and DualShock 4 output is picked up by games straight away.

v2.9.13 ·

Highlights

  • Remap your real keyboard from Mapping's new Keyboard and mouse section: any key can send another key, a shortcut, a mouse button, or nothing at all, in every game and app.
  • Pro: give a key a hold or double-tap action, turbo, or a toggle, and switch the whole keyboard with layers you hold or toggle.
  • Pro: analog keys. On an analog keyboard a key can send something different depending on how far it is pressed, through the Wooting Analog SDK.
  • Pro: Radial Menus, a new page. Hold a key, point the mouse at a slice, let go to press a key, switch a layer, run a macro, change profile or toggle a feature.
  • Anti-deadzone can turn itself off while you aim down sights, on the aim button you choose.
  • Switching output between Xbox and DualShock 4 while it is on is now picked up by the game without turning output off and on.

Remap your real keyboard

Mapping has a new Keyboard and mouse section beside the controller logos. It shows your keyboard and mouse: click any key and choose what it sends instead, whether that is another key, a shortcut like Ctrl + C, a mouse button, or nothing at all. Changed keys are printed with what they now send, so the whole layout reads at a glance. It works in every game and app, and it steps aside while OmniControl itself is in front, so you can always type in the app.

On Pro, a key can do more:

  • Hold and double tap. A different action when the key is held, or pressed twice quickly.
  • Turbo. The key repeats while you hold it, at the rate you set.
  • Toggle. One press holds the output down, the next lets it go.
  • Layers. Hold or toggle a key and the whole keyboard switches to a second set of keys. Keys the layer does not change keep working as normal.

Analog keys (Pro)

Analog keyboards report how far each key is pressed. Give a key up to four depth zones and it sends something different in each: by default a light press of W walks, halfway moves, and fully pressed runs. Drag the zones to where they feel right and watch the live depth marker move as you press.

Analog keys work through the Wooting Analog SDK. Wooting keyboards install it with Wootility. Razer Huntsman Analog and V3 Pro, NuPhy, DrunkDeer and Keychron HE keyboards also need the SDK's universal analog plugin, and Razer keyboards need Razer Synapse running. Without an analog keyboard, keys simply type as normal.

Radial Menus (Pro)

Radial Menus have a page of their own. Hold the menu key and a ring appears in the middle of the screen; point the mouse at a slice and let go. A slice can press a key or shortcut, switch a layer, run a macro, switch profile, or turn Drive a Controller, Block Keys and Clicks, the crosshair, the overlay or controller output on or off. Build up to four menus of eight slices, with a live preview of the ring as you go.

Anti-deadzone that steps aside while you aim

A high anti-deadzone makes small stick movements count, which can make fine aiming jumpy. Each stick's anti-deadzone can now switch itself off while you aim down sights, and you choose which button counts as aiming.

Dashboard and Drive a Controller

  • The Dashboard's controller now has arrows that flip it to Keyboard and mouse. With Drive a Controller on, the controller there moves live as you play.
  • Holding two opposite keys, like A and D, now always follows the key you pressed last, and goes straight back to the other one when you let go. The setting that used to choose this has been removed.

Fixes

  • Switching output between Xbox and DualShock 4 while it is on is now picked up by the game straight away. Before, the game could miss the new controller until output was turned off and on again.