DKR-R v1.0.5 Beta 15 Playtest 11 - Custom Character Roster

HISTORICAL BUILD RECORD
The original findings and limits below belong to the named earlier build.
For current instructions, use docs/README.md and CHANGELOG.md in the
source repository. These old results do not qualify later packages.


Offline custom characters remain separate from the vanilla online backends.
Track Lab, the original roster, unlocks, HUD layout, and save isolation remain.

Enable up to 16 custom characters in Mods / Hacks. Four appear at once: two
on the lower lawn and two at the ends of the upper wooden shelf. Highlight a
custom racer and press L or R to cycle additional enabled characters. Confirm
and cancel with the original controls. Other players' highlighted/confirmed
characters stay visible. L/R now replaces only the actor in your current slot,
skipping all characters displayed in the other three positions, even if nobody
is highlighting them. A shared DOUBLEVISION slot stays pinned until one player
moves away, rather than changing another player's character underneath them.
Only four stage models remain live; replacements load before old actors retire.
If a replacement cannot fit the native model budget, the prior selection stays.

The additions now share the frontal orientation of the selection camera, rather
than toeing inward toward its position. The existing smooth music-driven dance
clock is unchanged. These positions/orientation need your visual approval.
The facing-correction rebuild reverses all four custom stage actors by 180
degrees relative to the first Playtest 11 candidate. Shelf/lawn positions,
animation timing, portraits and L/R browsing are unchanged by this correction.

Enabled custom characters now join unlocked vanilla characters in the offline
computer-racer pool. Each AI slot draws without replacement; human identities
are excluded. A custom racer and its original donor may race together. Native
racer counts, human choices, vehicle statistics and gameplay rules stay intact.
Three/four-player races that have no native AI slots do not gain extra racers.
Bosses, hub worlds, time trials/ghosts, rolling demos and online remain excluded.
AI identities reset at the next scene; portraits and voices follow the chosen
custom content, using the patch's original-face/voice fallback where applicable.

Portrait routing remains per racer/content identity, not donor-global. Build
admission now rejects payloads missing any portrait, HUD, cinematic or voice
hook. The log reports the selected content's private portrait texture and
whether its imported patch actually supplies a replacement face. A patch that
retains the donor bitmap cannot supply a new face; that fallback is intentional.
No existing library identities, receipts, modded saves or imported files change.

Please check: Yooka/Dixie/Haunter facing; four shelf positions; L/R with five or
more enabled mods; simultaneous multiplayer selection; confirmation/cancel;
results, trophy and minigame portraits; AI custom racers across car/hover/plane
races; starting/restarting races; returning to stock characters; Track Lab.
Code-level checks and Windows/Linux compilation do not certify visual gameplay.
No game test windows were opened or controlled for this update.

All previous experimental-online limitations/deferred scenery and audio work
remain as documented in the included scope notes. No custom mods online yet.
