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Add skinning changes from 2024 to present#216

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Add skinning changes from 2024 to present#216
makaiiart wants to merge 31 commits into
Quaver:masterfrom
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makaiiart added 26 commits June 10, 2026 14:13
Use {keymode} instead of 4k and 7k
…g, skin ex/importing, verify integrity files fix
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AiAe commented Jun 11, 2026

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💡 Codex Review

###### Multiplayer FFA Panel Texture Location:`/Results/multiplayer-ffa-panel.png`

P2 Badge Keep the team results textures documented

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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Comment thread en-US/skins/editorinterface.md Outdated
Comment thread en-US/skins/skin.ini.md Outdated
Comment thread en-US/skins/skin.ini.md Outdated
Comment thread en-US/skins/skin.ini.md
Comment thread en-US/skins/skin.ini.md Outdated
Comment thread en-US/skins/gameplayinterface.md Outdated
@AiAe

AiAe commented Jun 11, 2026

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💡 Codex Review

Here are some automated review suggestions for this pull request.

Reviewed commit: 25ceddf523

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Comment thread en-US/skins/gameplayinterface.md

![Label Red Team](/docs/images/Results/label-red-team.png?v=2)

###### Label Score Texture Location: `/Results/label-score.png`

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P2 Badge 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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P2 Badge 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

### Eliminated
## Background

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P2 Badge 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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Comment thread en-US/skins/skin.ini.md
Comment on lines +181 to +184
## 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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P2 Badge 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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@Warp9000 Warp9000 Jun 11, 2026

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^

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💥

`/4k/Editor/note-hitobject-{1-4}.png`

`/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

Comment thread en-US/skins/gameplayinterface.md
**Notes:**

- 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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all modes have scratch

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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

Comment thread en-US/skins/skin.ini.md
## 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

Comment thread en-US/skins/skin.ini.md
Comment on lines +181 to +184
## 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. |

@Warp9000 Warp9000 Jun 11, 2026

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^

Comment thread en-US/skins/skin.ini.md
Comment on lines +207 to +212
| 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

@AiAe AiAe marked this pull request as draft June 11, 2026 20:23
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3 participants