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RuneSchema and Helpy 0.8.0.1 — line-by-line changelog

Cumulative changes after 0.8.0.0, consolidated for the October 23, 2026 0.8.0.1 package refresh. Development revisions are combined, not presented as separate releases. Each bullet describes one implemented change or retirement.

Release/package identity · Download/status · 0.8.0.0 baseline

Implemented and improved

Helpy window, Home and navigation

  • Grouped Items, Clone, Recipes and the optional Character Editor under Players.
  • Grouped Map, Spawns and the optional Journal under World.
  • Remembered each navigation group's selected workflow without discarding drafts.
  • Added a Home landing page with tiles for enabled workspaces.
  • Added themed splash transitions, rotating tips and reduced-motion handling.
  • Blended the main window background into an icon-only caption while retaining an accessible application title.
  • Restored visible minimize, maximize/restore and close glyphs at the native right-hand caption targets.
  • Retained native dragging, resizing, system-menu and window-control behavior.
  • Centered the splash platform badge below the tips.
  • Centered Home's runtime/status action above the social links and removed its duplicate header badge.
  • Added a sidebar divider with matching geometry and persisted drag order across both navigation groups.
  • Defaulted Settings to the upper navigation and Home, Profile and Report a bug below the divider.
  • Kept narrow navigation groups scrollable rather than letting rows overlap the footer.
  • Moved Open Helpy at startup directly into Quick settings, outside Advanced.
  • Kept F2 available when automatic Helpy opening is disabled.
  • Added themed drag previews and destination outlines for supported navigation, item, cart and mod drags.
  • Preserved detached workspace state through docking, minimization and restoration.
  • Added Item Bay Expand/Restore controls and improved compact toolbar wrapping.
  • Centered shared details text while preserving readable tables and editable controls.
  • Clamped hover panes to the viewport and corrected wrap widths that clipped long tooltips.
  • Centered the map Spawn/Build/Teleport action window within the active Helpy viewport.

Profiles, inventory presentation and mod management

  • Added shared AppData profiles, portraits, loadouts, labels and spawn-browser preferences.
  • Linked local character copies by native GUID and platform rather than display name alone.
  • Added observed platform-account names, including the initialized Steam persona when available.
  • Kept account display names separate from player authorization and remote-player identity.
  • Added platform filtering and conflict-safe explicit profile saves.
  • Added built-in Favorite/Junk marks with native inventory controls and stack/type scope.
  • Preserved Favorite/Junk marks across manual storage moves.
  • Added grouped item organization, grant-quantity and advanced-refresh context actions.
  • Unified live inventory and Character Editor item placards, details and Item Bay controls.
  • Preserved sparse saved slots, unknown fields and guarded draft-only count/removal edits in exported character copies.
  • Added slot-compatible loadout pickers without treating an editor selection as a live equip action.
  • Added native skill-icon/color presentation and verified XP-curve-backed editor level staging.
  • Added readable equipped-item durability meters and unknown/stale-state presentation.
  • Added stable local Hide/Restore preferences to resource, NPC and enemy browsers.
  • Rendered disabled mods with black, unnumbered power-level icons.
  • Numbered only enabled mods consecutively through filtering and reordering.
  • Added source/mod-friendly names from the same metadata used by the mod list.
  • Added individual provider filters using stable owner tokens rather than display names or PAK-name guesses.
  • Added runtime-local mod-health history and excluded unrelated process logs from attribution.

AppData, mappings and source-aware caching

  • Consolidated shared Helpy/profile/cache data under %LOCALAPPDATA%/RSDragonwilds/RuneSchema/core.
  • Separated Steam, Epic, Game Pass and server runtime state beneath the same AppData root.
  • Created missing managed directories without moving or merging older runtime roots at startup.
  • Kept recognized existing flat AppData folders in place when their core counterpart is absent.
  • Stopped using the old install-local runtime/live tree for the current managed storage layout.
  • Moved generated mappings into platform-specific AppData caches instead of shipping dlls/mappings.
  • Keyed mapping compatibility on the game executable/version and native content inputs, not RuneSchema/mod/load-order changes.
  • Reused a validated mapping until game inputs change or the generated cache is missing/invalid.
  • Validated replacement mappings before publication and retired only previously recorded generated files.
  • Logged first-launch capture/next-launch reuse rather than pretending a missing mapping is already available.
  • Supported the native Game Pass WindowsApps executable junction without allowing redirects inside managed data.
  • Added container-first ownership discovery for mounted-content candidates, including PAK-only mods and native plugins.
  • Added bounded legacy PAK v3 and modern PAK/IoStore directory handling with index validation.
  • Recognized the game's validated native global.utoc as metadata-only instead of a broken mod container.
  • Preserved ambiguous or unavailable source ownership instead of guessing a supplying mod.
  • Added revision-bound ownership pages rather than broadcasting entire package maps in each heartbeat.
  • Added version-2 .rsmk-cache bundles for typed presentation metadata, source routing and artwork.
  • Retained legacy .rsmk-icons import compatibility.
  • Added atomic, owner/category-scoped cache merges that retain last-good indexes on cancellation/failure.
  • Added packaged-mod cache imports and explicit sharing of a selected mod cache through core.
  • Fixed oversized icon-source replies by using the bounded response-size probe instead of a fixed 4 KiB buffer.
  • Allowed bounded native icon capture from the menu as well as a loaded world.
  • Moved thumbnail reads/indexing off the UI thread and bounded completed texture uploads.
  • Kept artwork/cache references separate from native registration, delivery permission and save-cleanup authority.

Runtime coexistence and performance

  • Rejected unrelated bridge calls by cached function names before expensive class/path work.
  • Cached bridge/class matching and narrowed observer work to relevant registered behavior.
  • Deferred nonessential startup/catalogue work rather than forcing a complete UI scan before game loading.
  • Added bounded work slices, cached queries and stale-generation checks across catalogue/tool requests.
  • Kept icon work demand-driven instead of rendering every registered asset at startup.
  • Reduced hidden/minimized/background UI and diagnostic activity.
  • Updated DPI/frame metrics from window events instead of recurring DPI polling.
  • Moved structured diagnostic serialization, coalescing and rotation to a bounded writer queue.
  • Added measured phase/startup checkpoints without claiming they measure total Dragonwilds loading time.
  • Preserved the stock UE4SS host and independent optional-plugin failure boundaries.
  • Added verified missing FObjectPtrProperty value-size initialization using the host's discovered pointer-width reference size.
  • Left existing host metadata, unknown layouts and unsupported hosts untouched by that compatibility repair.

Registrations, recipes, quests and saves

  • Added opt-in cooked native registry lanes for container contents, plants, trees/growth, notifications and player/world hooks.
  • Validated exact cooked object paths, native types, aliases, instance readiness and network round trips before enrollment.
  • Preserved existing network IDs as the registered prefix and avoided double-counting already registered objects.
  • Reused the existing bounded RSREG shard path for large owner-scoped declarations.
  • Added read-only verification for mod-owned cooked enums without extending native game enums.
  • Added a bounded, owner-channel general mod-data relay and Lua helper using the shared bridge transport.
  • Kept relay receipts distinct from proof of gameplay execution or successful state application.
  • Preserved authored Unlock:true recipes as learned character progress and removed only their legacy transient-save exclusion.
  • Kept recipe discovery overrides separate from unconditional unlock and station placement.
  • Added Quest Board cancellation-scroll contracts with native state checks and one-item consumption only after verified reset.
  • Added cancellation bookkeeping that preserves paid completion history and does not replay rewards.
  • Added the Quest Board encounter activation-health correction without bundling optional quest-provider content.
  • Pruned unfinished RuneSchema-owned orphan quests after hydration when the applicable registry and backup are verified.
  • Preserved completed native/history records during automatic orphan cleanup.
  • Cleaned independently certified save sections without letting an unrelated incomplete section stall all cleanup.
  • Verified exact pre-prune backups before character or supported world-save mutation.
  • Used native client quest-removal notification ordering before replacing authority tracking.
  • Applied relaxed native loading first, with acceptance bypass as the verified fallback after native rejection.
  • Added character-scoped game notifications for attributed cleanup, skipped sections and fallback events.
  • Kept uncertain identities, failed backups and unsupported save layouts protected from guessed cleanup.
  • Documented cooked-only repair item and exact-output bench recipe boundaries without adding a custom repair runtime action.

Diagnostics, reporting and documentation

  • Replaced the Live Log navigation destination with a consolidated Diagnostics workspace.
  • Combined overview, grouped issues and Live Log without the redundant Live Log/Advanced Diagnostics outer tabs.
  • Added structured JSONL records, retained sessions, issue mutes and reviewed local report export.
  • Retained original log messages, severity, source, outcome and unknown-cause distinctions.
  • Read ordinary RuneSchema.log activity even when the structured error file is empty.
  • Added Game and EOS log views alongside RuneSchema and UE4SS.
  • Added phrase/exclusion/source/code/level filtering, pause/follow and bounded grouped-repeat views.
  • Added 221 structured diagnostic definitions alongside the expanded legacy reference catalogue.
  • Added 16 decision-site codes for configuration, plugin startup and world-cleanup safeguards.
  • Published 283 distinct RS code labels and 19 bridge reasons with area/family sections and preserved direct links.
  • Preserved separate legacy/structured meanings for the three shared code labels.
  • Used explicit registered areas before keyword hints when grouping diagnostics.
  • Replaced numeric catalogue-position hints with named IDs so new codes cannot shift old references.
  • Added generation, emission, family, namespace and rendered-heading checks for the shared diagnostic reference.
  • Added a categorized Report a bug form with preview/copy and prefilled GitHub issue submission.
  • Kept final submission in the user's browser and omitted embedded bot tokens or automatic log uploads.
  • Added numbered authoring walkthroughs, native-registration boundaries, server guidance and downloadable structural examples.

Removed or retired

These include experiments introduced and retired during 0.8.0.1 development; they were not necessarily features of the published 0.8.0.0 baseline.

  • Removed the experimental Scrap action and automatic refund behavior.
  • Removed the live Delete observer and deletion interception used by Scrap/storage experiments.
  • Removed the deleted-item Helpy Storage tab and automatic deleted-item capture.
  • Removed the deleted-item restore action and retired Scrap UI settings; legacy keys remain harmless.
  • Retired companion Recovery restoration in favor of verified backups before pruning.
  • Removed the Recovery Quick settings toggle; retained old archives without automatic restore or deletion.
  • Abandoned .runesave/replacement-save conversion as an active runtime feature; native saves remain authoritative.
  • Removed startup root-layout migration and the requirement to close other runtimes merely to migrate AppData.
  • Removed the old install-local live-runtime storage dependency and shipped mapping directory.
  • Retired the optional in-game Canvas/quick-menu experiment; the separate F2 Helpy desktop remains.
  • Retired SchemaVision and its overlay/preview experiment rather than adding another renderer to the game.
  • Removed duplicate Diagnostics outer tabs, the obsolete Live Log navigation label and the duplicate Home header runtime badge.
  • Removed plain visible RSMK title text from the main custom caption while keeping an accessible native title.
  • Removed unrelated per-call bridge path/string work and recurring DPI polling where cached/event-driven paths suffice.
  • Removed the repair-specific runtime prototype in favor of ordinary registration plus cooked item behavior.
  • Excluded optional UI artwork, cached mappings, personal data, build outputs and UE4SS.dll from the cleaned full ZIP.

Verification and boundaries

  • Passed 240 native offline tests and 102 Helpy tests for the matching DLL build.
  • Passed seven diagnostic-generation/audit tests and JavaScript search/direct-link checks.
  • Passed strict website builds and rendered code/family-anchor checks.
  • Passed UPX integrity and decompression comparisons of code, data, imports/IAT slots and resources.
  • Passed compressed Helpy hidden-start and dedicated-desktop plugin contracts.
  • Rebuilt both DLLs from the published release source and preserved the supplied cleaned package layout.
  • Did not treat automated tests as a live gameplay/frame-time measurement or proof of every cooked-family consumer.
  • Kept current unsupported native/hybrid nested UE4SS packages outside the Lua-only companion loader.
  • Kept cooked-only repair gameplay, native skill-enum extension and a standalone Helpy EXE out of the shipped feature claims.

The archive is a locally rebuilt, verified package, not a hosted CI artifact. Read the release notes for exact hashes, defaults and scope.