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Experimental · 0.8.1.0

This guide describes the experimental branch. For the current public package, see stable downloads. Experimental overview.

RuneSchema 0.8.1.0 — experimental

This experimental update brings the maintained RuneSchema core, standalone Helpy app and matching bridge together. Keep the three components from the same build. The stable release remains separate.

Helpy menu and interaction refinements

  • Kept Settings' category column and divided the right pane into short tabs with independent scrolling.
  • Applied the same tab treatment to Quick Settings, Utilities, Spawns, Journal, Diagnostics, authoring workflows and the cache builder.
  • Standardized preference switches; retained checkboxes for selections and action confirmations, and radio buttons for exclusive choices.
  • Increased panel contrast so themed artwork does not compete with text and controls.
  • Kept save/launch reads out of unrelated Quick Settings tabs and removed unnecessary per-frame Utilities menu allocations.
  • Removed the fixed 40 ms delay on isolated bridge updates while retaining the existing 25-per-second limit during notification bursts.
  • Added RS-OVL-001/002/003 for visible presentation, failed attachment and bridge readiness, with website guidance. Overlay messages now use RuneSchema.log without duplicating them in UE4SS.log; other plugin messages retain their existing routing.
  • Left RuneSchema's minimal UE4SS menu unchanged.

Settings and the game panel

  • Made native overlay the default for new settings; existing window preferences remain intact. The regular desktop window remains available as an option.
  • Fixed rejected 10-bit SDR game buffers preventing the Helpy shortcut from displaying the native panel. DX11/DX12 target views avoid applying sRGB encoding twice, preserving the normal theme brightness.
  • Added back-buffer format and first-frame evidence to bounded overlay logs. Native-opening failures also show their reason in a usable desktop window.
  • Added a native hardware cursor, rendered fallback and current-position pointer sampling. Mouse movement no longer fills the input queue or competes with frame composition; clicks keep their original positions, including scaled render viewports.
  • Fixed DX12 overlay frames being omitted when a back-buffer allocator was busy. A bounded submission pool reuses completed allocators without GPU waits on the presentation thread.
  • Fixed visible composition being omitted on resource-lock contention and forced complete DXGI Present1 updates while captured, preventing stale panel/cursor pixels from game-only dirty rectangles.
  • Replaced the Settings tab strip with a category panel on the left and a separately scrolling settings panel on the right.
  • Added direct access to Helpy startup, shortcuts, performance and cache preferences from the main Settings page.
  • Added Settings > Helpy > Game overlay, also in Quick settings. The complete themed interface stays in Helpy's process and uses the existing bridge.
  • Added adjustable overlay opacity. Opening the panel centers it within the attached game's client area. Hiding retains that display surface; disabling overlay mode restores the desktop window bounds.
  • Added consistent switches across Settings and Quick settings, with dependent overlay and startup choices disabled when unavailable.
  • Made the navigation logo return to the welcome splash without clearing drafts.
  • Added native DX11, DX12, OpenGL and Vulkan shared-GPU compositors. Helpy remains a separate process; native opening keeps the game foreground.
  • Verified DX12's presentation queue from back-buffer transitions, including enhanced barriers. Resize hooks release old buffers before the game resizes.
  • Added opt-in Vulkan startup enrollment for each runtime, with a removable per-user selector and no changes to the game's renderer selection.
  • Added GPU fence ownership, bounded input queues and heartbeat expiry. A stalled or disconnected app releases captured mouse, keyboard and controller input.
  • Changed the desktop presenter to DirectComposition/flip-model where available; retained regular windows, system tray access and the legacy rendering fallback.
  • Added overlay size and interface scaling. Native mode keeps detached components inside the shared surface; tray activation opens the normal desktop interface.
  • Added Automatic/Mouse & keyboard/Controller navigation, selectable Xbox, PlayStation and generic glyphs, section shortcuts and a controller footer.
  • Made custom item, cart, search, recipe and inventory controls navigable.
  • Added a first-launch desktop shortcut to each runtime's installed Helpy app, labelled with its platform; launching it refreshes the AppData executable.
  • Fixed the native-overlay request buffer so preparation, attachment and visibility actions reach the game bridge instead of falsely reporting it unavailable.
  • Preserved an open request during the first game attachment and allowed the hotkey to hide native presentation after the desktop window was minimized.
  • Matched Helpy's UI device to the game's reported GPU on hybrid systems, preserving CPU caches and rebuilding GPU resources on an adapter change.
  • Kept overlay text and controls opaque while adjusting background transparency.
  • Hid Home tile labels when compact tiles cannot fit them; tooltips retain names.
  • Added bounded overlay readiness/attachment entries to RuneSchema.log and kept native status visible outside the optional Vulkan setup section.
  • Kept Game Pass desktop shortcuts outside package activation while explicitly assigning their runtime; other platform shortcuts use their installed app.
  • Added isolated GPU tests for all four renderers, Vulkan startup/delegation, DX11 render-state restoration, DX12 bridge lifetime, shared-buffer ownership, controller mode and shortcut preservation. Live exclusive-fullscreen and multi-monitor/driver acceptance remains outstanding.

Authoring, reports and startup

  • Added Tools > RuneSchema repair: one Repair button, progress and a console. It reads recent log hints, verifies the matching GitHub package, checks bundled base files, backs up replacements and rolls back failed writes. User mods, settings, saves, caches and third-party plugins are preserved.
  • Added Tools > Authoring tools with Installed/Creation cache-builder tabs, progress controls, private .NET setup and ZIP/7z conversion.
  • Added Create/Update Cache to the Mods context menu. Creation preserves loader folders, writes ID.txt/cache and produces a Binaries/Content ZIP in Downloads.
  • Preserved native UE4SS DLL companions under their normal loader directory; RS-CACHE-015 explains the integration checks their author needs to make.
  • Changed bug reporting to a plain-text clipboard report and Nexus bugs page.
  • Added a bounded ready-menu fallback for Quick Start, native save selection checks, an arming-based deadline and foreground-only Shift cancellation.

Registry messages and safeguards

  • Routine building-ID exchange and nonblocking registry-parity messages remain available in Diagnostics without interrupting gameplay by default.
  • Added Show routine registry synchronization notices in notification settings.
  • Retained operation-specific placement rejection, protocol checks, identity validation and all error reporting. A quieter notification display grants no permission to use mismatched native network IDs.

Client controls for an opted-in server

  • Added Settings > Server access for connecting with a host-provided PIN.
  • Added private host settings for PIN access and client self-teleportation; all new permissions default to disabled.
  • PIN sessions are bound to the native RPC owner, current character and world. Changing worlds, changing the PIN or restarting the host revokes access.
  • Limited failed authentication attempts, bounded stored sessions and expired idle access after an hour. The client does not save the entered PIN.
  • Allowed authenticated self-delivery and self-teleport requests through the existing RuneSchema authority bridge. The server executes each operation.
  • Preserved server item/quantity checks and native teleport ground checks.
  • Required matching item-ID audits or a verified authority-order proof before remote delivery, independently of unrelated client-only registry lanes. PIN access cannot target another player, spawn actors, place buildings, edit server configuration or authorize registry mismatches.
  • Distinguished queue acceptance from operation completion. Delivery results return through bounded, correlated receipt parts to the requesting client.
  • Rejected stale-world or wrong-component responses and timed out missing results without automatically replaying the mutation. Inspect the inventory or player position before retrying an unconfirmed operation.

See server access setup. Authenticated production client/server delivery and travel still require a live acceptance pass; the feature is opt-in in this experimental build.

Maintained refinements included since 0.8.0.3

  • Included the standalone app/bridge separation, tray lifetime controls, runtime-specific cached browsing and missing-mod-entry cleanup.
  • Included bounded live item/icon discovery, source refresh, update-aware caches, corrected family/source grouping and cart recipient handling.
  • Included the Game Pass native farming/support binding fixes and independent failure handling for optional building-policy adapters.
  • Included generic opt-in public dismantling, phasing and scoped building and crafting material callbacks. Native outputs, progression and station checks retain their own contracts; dedicated crafting coverage remains partial.
  • Included cooked-registry/table compatibility work, Vortex packaging support, authoring-cache tooling and the corresponding author documentation.

The experimental branch contains the source and versioned build configuration. It does not update an installed game, retag a stable release or replace stable download assets by itself.