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The transformation keys listed in the DFHack window, <>_=, are only half correct. The rotate buttons are () not <>. I learned this from the DFHack documentation, which has it correctly listed as ().
In fact, the transformation keys listed in the window are correct. The issue is that in the font used by DF parentheses and angles look very similar.
Further, the key information for a HotkeyLabel cannot easily be wrong, because the shown key is generated from the keycode that the label reacts to. So there is only one definition and they are always in sync.
I do agree though that this looks confusing, and I have stumbled across this in the past myself. I would not be opposed to changing the buttons for blueprint transformations to something else.
Changed the bindings in DFHack/scripts#1627: rotate is now ,/. (the unshifted <> keys) and flip is [/] — all unambiguous in the game font. Verified live that the new keys drive the transforms and the labels render correctly.
While testing I noticed the transform_widgets test in test/gui/quickfort.lua referenced stale A_MOVE_* keys that don't actually reach these widgets anymore (the file is skipped by the in-game harness, so the drift went unnoticed) — updated it to the current bindings.
The transformation keys listed in the DFHack window, <>_=, are only half correct. The rotate buttons are () not <>. I learned this from the DFHack documentation, which has it correctly listed as ().