A mod's item (or one of the game's own a mod changes) keeps three empty description lines, so
the game's item card, which grows upward from a fixed bottom edge, always has room in the same
place; the overlay draws the mod there: its icon (decoded off the render thread into a fourth
texture slot, the last 32 kept), a MOD or CHANGED BY MOD tag, its name, author, version and how
many items it has. The card is placed as the game places its own, measured at many window sizes:
by the smaller of its scales, a 21:9 frame centred on wider screens (the search bar follows it
too). The warning sign the game's focus script gives any description is taken off that notice
each tick while it shows the reserved lines.
The merge's item list records each mod's version and folder (an older list falls back to the mods
loaded at launch). The item grids now run every client tick instead of at the 500 ms
customization pace, follow the highlight between their 40 ms passes, and let go of a grid as soon
as its screen closes, so the card, the search bar and favorites keep up with the player.
path::string() uses the ANSI code page and throws on a character it lacks (a Cyrillic folder on
an English Windows). The remaining places it was used now go through path_utf8:
- Mods: a deck folder or a mod folder named outside the code page no longer leaves the Board Break
decks empty, or the Mods folder ignored altogether.
- Game and mod archives: a file under Win32 with such a name is passed over instead of stopping
the read.
- pose-dump no longer ends the multiplayer session when the game folder is not ASCII.
- The item browser's status line and a Board Break warning no longer fail on such a path.
- Launcher: system fonts are named to ImGui in UTF-8, which it reads.
Overlay in HDR
- ImGui draws sRGB colours, and the overlay wrote them straight into the
game's HDR buffer, where they came out far too bright and washed out.
The DX12 backend's pixel shader now converts them: to scRGB for an FP16
buffer, and to HDR10 (BT.2020, PQ) for a 10-bit buffer while the display
is in HDR, with white at 200 nits. An SDR buffer is drawn as before.
- The log says which was chosen ("Overlay output: ..."), and now also says
when the game presents in a format the overlay does not draw to, which
left its menus hidden with no reason given.
- Not seen on an HDR display. The changed shader compiles with the D3D
compiler.
DualSense
- While a menu holds the game's input, the reports the game reads from a
PlayStation pad are rewritten as untouched. USB and Bluetooth lay a
report out differently, and the two were told apart by the size of the
buffer the game read into. A USB DualSense read into a larger buffer had
its d-pad byte written as "up", which placed a session marker whenever T
or Insert opened something. The device's own report length decides now.
- The log line for the first rewritten report gives the pad, USB or
Bluetooth, the report and the two lengths.
- Not tested with a DualSense.
Launcher
- The controller pointer learned where the right stick rests while no pad
was being read, which includes the launcher being in the background, and
took the middle for it. A stick that rests off the middle, or a wheel or
throttle on that axis, then steered the pointer for good once the
launcher had the focus again, and the mouse stopped responding until a
restart. Nothing is learned while no pad is read, and a pad that goes
away gives the pointer back. Two tests for it.
Item search
- The cosmetic search bar showed in the world: a grid keeps its focused
item after its screen has gone. It needs the game's menu to be up, and
to have been for a second, as well.
In the skater's item grids (Apparel, Accessories, Board, Gestures) F favorites
the highlighted item, - (or Ctrl+F) opens a search box that filters as you
type, and X steps a filter (All, Favorites, Mods, Game items). Favorites sit
right after the worn item, carry the game's star where the tile shows its
rarity icon, and are kept in ReSkate.favorites.json beside Skate.exe.
The grids stay the game's own: their tile rows are reordered and filtered
through the native model functions, as the music screen's Mods shelf does.
Nothing is hooked for it and no file of the game or of a mod is changed.
See contrib/native-item-browser.md for how it works and what is not tried yet.
This is the Item Favorites mod done natively, so it no longer needs a DLL
loaded through a custom script.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>