Add skinning changes from 2024 to present#216
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Use {keymode} instead of 4k and 7k
…g, skin ex/importing, verify integrity files fix
…or 4k and 7k to work with UseFallBack
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Quaver.Wiki/en-US/skins/clientinterface.md
Line 527 in fea06aa
This section now drops the team-specific results assets, but SkinMenuResults.LoadElements still loads label-blue-team.png, label-red-team.png, and multiplayer-team-panel.png. Removing those entries from the wiki makes supported multiplayer-team result skins undiscoverable, so the team labels/panel should stay documented unless the loader support is also removed.
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Reviewed commit: 25ceddf523
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Your team has set up Codex to review pull requests in this repo. Reviews are triggered when you
- Open a pull request for review
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| ###### Label Score Texture Location: `/Results/label-score.png` |
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Restore still-supported team result assets
Team multiplayer result skins are still loaded by SkinMenuResults.LoadElements as label-blue-team.png, label-red-team.png, and multiplayer-team-panel.png, but this change removes those entries and their example images from the Results docs. In team-result screens, skinners now lose the only documentation for files the client continues to support, so these elements should remain documented unless the client-side loading is removed too.
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| ## Skip Display |
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Restore team scoreboard skin entries
The client still loads the four team scoreboard textures in SkinStore.LoadScoreboard (scoreboard-red-team*.png and scoreboard-blue-team*.png), but the docs now jump from the generic scoreboard entries straight to Skip Display. For team multiplayer skins, this hides still-supported /Scoreboard/... files and makes the removed example images unavailable, so keep these entries unless the loader no longer supports them.
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| ## Battle Royale | ||
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| ### Eliminated | ||
| ## Background |
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Keep Battle Royale alert skin docs
Battle Royale alert skinning is still present in the client: SkinStore.LoadMultiplayerElements loads /Multiplayer/eliminated.png and /Multiplayer/warning.png, and SkinKeys still reads the BattleRoyaleAlert*/BattleRoyaleEliminated* positioning keys. Replacing this section with Background/Warnings removes the texture docs and the corresponding skin.ini table even though the files remain supported, leaving BR alert skins undocumented.
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| ## SHAREDK | ||
| | Value | Data Type | Default Values | Notes | | ||
| | :---------------: | :--------------------: | :-------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------: | | ||
| | UseFallback | Boolean(True or False) | False | If set to `True` under a keymode title, then the keymode will use the `/Sharedk/...` folder as texture fallback. `[4K]` & `[7K]` Require `*Fallbacks = Integer List` entries to work. | |
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Document UseFallback under each keymode
Placing UseFallback in the SHAREDK table suggests skinners should set it in [SHAREDK], but the loader reads UseFallback from the current keymode section before it switches to [SHAREDK] for fallback values. If someone follows this structure and only sets UseFallback in [SHAREDK], none of their [4K]/[7K]/other modes will actually use the shared textures, so this option should be documented under the per-keymode settings instead.
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| `/4k/Editor/note-hitobject-{1-4}.png` | ||
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| `/7k/Editor/note-hitobject-{1-7}.png` | ||
| `/{keymode}/Editor/note-hitobject-{1-10}.png` |
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should be 1-11
it loads all skins with scratch lanes
| **Notes:** | ||
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| - The mine that falls down the screen for non-hold objects. | ||
| - `note-mine-8.png` for `7k` folder is used for scratch lane. |
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is it realistically possible to load a scratch lane other than importing osu 8k? for what is written here i'm following what is otherwise in the wiki.
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you can create maps with with scratch in any mode in quaver
| ## SHAREDK | ||
| | Value | Data Type | Default Values | Notes | | ||
| | :---------------: | :--------------------: | :-------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------: | | ||
| | UseFallback | Boolean(True or False) | False | If set to `True` under a keymode title, then the keymode will use the `/Sharedk/...` folder as texture fallback. `[4K]` & `[7K]` Require `*Fallbacks = Integer List` entries to work. | |
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all modes need *Fallbacks its just that all other than 4k and 7k have them predefined in default skin
| ## SHAREDK | ||
| | Value | Data Type | Default Values | Notes | | ||
| | :---------------: | :--------------------: | :-------------: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------: | | ||
| | UseFallback | Boolean(True or False) | False | If set to `True` under a keymode title, then the keymode will use the `/Sharedk/...` folder as texture fallback. `[4K]` & `[7K]` Require `*Fallbacks = Integer List` entries to work. | |
| | HitObjectFallbacks | Integer List | - | Uses specific fallback texture(s) for each lane. If `[4K]` example `1,1,1,1` | | ||
| | HoldBodyFallbacks | Integer List | - | Uses specific fallback texture(s) for each lane. If `[4K]` example `1,1,1,1` | | ||
| | HoldEndFallbacks | Integer List | - | Uses specific fallback texture(s) for each lane. If `[4K]` example `1,1,1,1` | | ||
| | MineFallbacks | Integer List | - | Uses specific fallback texture(s) for each lane. If `[4K]` example `1,1,1,1` | | ||
| | MineBodyFallbacks | Integer List | - | Uses specific fallback texture(s) for each lane. If `[4K]` example `1,1,1,1` | | ||
| | MineEndFallbacks | Integer List | - | Uses specific fallback texture(s) for each lane. If `[4K]` example `1,1,1,1` | |
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fallbacks should probably be explained somewhere
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