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.
The merge keeps the items the store-copy check reads in every mod and writes them to
Mods/.reskate/reskate-items.json (highest priority first, so an item two mods ship is the one
whose copy the game uses); a live merge keeps the entries of the mods it did not read again, and a
patch built before the file existed is built again once. The game reads it when it builds its
item catalogue: an item a mod adds says "From: <mod> by <author>" under its name, one of the
game's own that a mod changes "Changed by <mod>", unless it has a description of its own.
With "unlock all cosmetics" (and objects) on, the default, ReSkate wrote every installed item into
the profile as owned and never removed one, so every mod a player ever tried stayed in the save:
8765 cosmetics and 520 objects in one profile, past the limit that left a player with no items.
What is owned is now worked out from what is installed (installed_item_owned): a paid store copy
never, every other item while the kind's unlock option is on, and with it off what the profile
saved. The catalog given to the game, the owned list, saved outfits, the player card, the Build
object browser and the park editor all ask it. Nothing per item is saved any more, and a profile
with an option on drops the rows earlier versions saved, once, on the next start.
profile_migration_tests checks that drop on a copy of a real save: the rows stay with the options
off, are gone after a restart with them on, and nothing else in the profile changes.
The profile keeps every cosmetic it has seen, a removed mod's too, and refused to save past
8192 of them (or of Build objects). A player who had tried enough mods passed that, every save
was refused, and the cosmetic catalog failed with it: no items in the customization menu and
no playcard. The saved limit is now 65536 (saved_item_limit), a bound against a damaged file;
the game's own catalog of installed items keeps its 8192.
Also: one item the catalog cannot hold (two items with one identity hash, a record the game
will not read) is left out and named in the log instead of failing the whole catalog, and a
catalog that still fails logs why.
A cosmetic a mod installs is in no retail catalogue, so it carries no
rarity and its card shows none. Collector is the game's own sixth tier,
already styled and already worn by 395 retail items: it reads as
something apart without claiming to be Legendary, and invents nothing.
- A rarity_id from the content cache or the profile still wins, so
letting mod authors declare one later needs no change here.
- Guarded on catalogs.available: with no pack installed
reserved_cosmetic() answers false for everything, and every retail item
would have turned Collector.
- Build-kit objects share this message and are not cosmetics, so they are
left alone.