Ah; I skimmed the key binding, but missed out on that. Those little quirks like automatic weapon switching can only be figured out by watching other people play the game... my game didn't have it and I never heard a complaint, but I always wondered about it. I was always mixed about it when I experienced it in other games, so I just left empty weapons with a dull "click" sound when they were empty and a little console log like "You picked up a shotgun"-when you picked up a new weapon.
Thanks for the link to the dev videos! I should probably get some sleep soon, but I've subscribed and watched a bit of the first video. I'm already pleased by seeing the map editor.... The reason "KatzenKlein Redux" only has four levels is because I wrote the map editor while writing the engine... it was sort of like the build engine, but only using quads... I think I'll return to the idea, but I just kept adding to it and never coded an "undo" and "redo"... very simple stuff to implement early, but it became a mess very quickly.... I just didn't like making maps.













