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Up Topic Basic functionality for switches

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In Response to Sven2
Yes. One problem I see is that the editor actions work by selecting an action, and then its target(s). That's also why there's a global list of possible actions, etc. For a player connecting things with wires, it would make more sense to pick the target first, and then list available actions

Of course the second could be built using the information from the first. E.g. the UserAction.AddEvaluator call could register the same action back into the definitrion to be used by the listing shown to players.

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