DKR-R v1.0.14 Beta 3

Controller Navigation Fix Test

The left stick moves between main-panel elements and the right stick scrolls.
This mapping works with D-pad sidebar navigation and LB / RB navigation in
both the launcher and in-game overlay. In LB / RB mode, the D-pad can also
navigate the main panel. Dialogs receive their own scrolling. Held sticks
must return to neutral after an input capture or reopening the overlay.

Library Controls Consistency Test

Tracks, Characters, Custom Magic Codes and Vehicles now share one Search,
Status and Sort layout. Vehicles has working On/Off filtering and name
sorting. Duplicate review and the other result actions have their own padded
row. The Tracks format key is under Filters so the search bar stays in place.

Mod Library keyboard buttons sit beside their textboxes, including searches,
comments, reviews, requests and management forms. Labels stay above the input.
Multiline fields keep the button at their top right; very narrow fields put
it below the input. This works in the launcher and the in-game overlay.

Launcher and Overlay Parity Test

The launcher and overlay now share their page layouts. Play keeps its card,
Spotlight and tools while playing, with Return to the race in the same place.
Installed Mods uses the full width, including Textures and its ROM warning.
Import Mods lines up with Refresh and Website. Ready to race is centred.

The save summary has a small Vanilla / Modded / Online light indicator.
Ordinary offline mods still share your personal Adventure; the label says so.
Online and isolated development saves keep their own owners. Using shows the
running save, while Next describes the next launch.

Sidebar navigation, just above Restart's divider, switches between LB / RB
and D-pad. In D-pad mode use the stick to navigate the page on the right.
The choice is saved and works in the launcher and overlay.

Hover and controller focus patterns follow the automatic seasonal theme:
spiderwebs for Halloween, fireworks for Bonfire Night, wrapping paper for
Christmas and matching patterns for the other supported seasons and holidays.
The seasonal corner decorations also appear in the overlay.

Mod Library Toolbar Test

Removed Browse and Inspect and the view-switch buttons. Mod Library now
always uses the card grid, including when an old view choice was saved.
Search, Keyboard and Sort by share one aligned row. Smaller windows put
Sort by underneath. Cards still open their full details and comments.

Sidebar Layout Test

Centred the sidebar's page buttons and moved Restart and Exit to the bottom.
Mods / Hacks is now called Installed Mods, including in the in-game overlay.
Your installed mods, selections and settings stay where they are.
Texture Packs and Texture Dumping no longer need expanding. Their controls
are visible as soon as you open Installed Mods > Textures.
Play now greets you during the active holiday, beside the page heading.
It follows the same automatic region and calendar as the launcher decorations.

Seasonal Artwork and Controls Test

Added the new seasonal corner decorations! They use the approved rendered
designs, with a different pair for each season and event. These are sprites,
so there is no live 3D rendering in the launcher.

Themes now follow your computer's region and local date. Removed Launcher
appearance from About DKR-R. Old manual theme choices won't override it.
Windows uses its country setting. Linux and Steam Deck use the regional locale.
If no region is available, the original blue clouds are kept.

Device, Button mapping, Stick response, Motion and Shortcuts now use the same
lettered category tabs as My mods. The row wraps on smaller screens.

Launcher Layout Test

Shortened the Mod Library cards! The grid fits up to six across, with shorter
title space and compact metadata. Long names are still shown in Details.
Achievements and Save Manager now live in Play, with orange buttons at the
bottom of the ROM area. They are in the in-game Play overlay too.

Moved Community Spotlight above Ready to Race and fixed the image corners.
The banner stays above the Mod Library tabs on every page now, so they stay put.
Library pages fill the width, with smaller mod cards to match Mods / Hacks.
Refresh and Website have the same orange button style as Check for updates.

Textures now lives in Mods / Hacks, between Magic Codes and Track Lab.
Enabled mod cards just say ON. Their next-launch behaviour stays the same.

Tidied up Play! The ROM controls sit on the left, with Skip intro, Portable
mode and your offline save on the right. Smaller windows stack them neatly.
Play and Mods / Hacks now show the website's rotating featured mods too.

Added smooth page and section fades throughout the launcher, including vehicle
cards. Mod Library now uses the same heading and section buttons as the rest.

Controller Feedback Test

Added Controller feedback in Controls! Choose Classic or Enhanced, set up
each player's controller and test the left and right sides separately.
Enhanced adds impacts, boost, landings, pickups and optional engine/road feel.
DualSense users can try trigger resistance, player lights and touch shortcuts.
The analogue driving mod still needs to be active for pedal resistance.

Deck users can compare ordinary haptic rumble with experimental native patterns
when the physical Deck controller is available. Steam virtual controllers keep
their normal output route. Experimental USB waveform haptics needs a matching
four-channel DualSense audio endpoint. These extras are off by default and
still need real controller testing. Copy feedback diagnostics if output fails.

Fixed a crash when opening Mods / Hacks after moving Mod Library to the sidebar.

You can now use proper analogue acceleration and braking! Pull the trigger
a little for a little throttle or brake, or pull it all the way for full input.
Both triggers work together, with separate settings for each local player.

Import and enable the companion Analogue Acceleration & Braking mod, then go
to the mod's Details and apply the RT / LT driving layout. RT is the
accelerator, LT is the brake and LB uses items. You can change the bindings,
deadzone, full travel and response curve. The live bars show what is being read.

Look behind is back in Graphics > HUD & effects! Map Look back in Controls.
It works without ModernCamera++, including for hosts and clients online.
Your own binding controls your own view.

The full CRT filter controls are now in Graphics > HUD & effects. Removed the
duplicate section from Textures. Your existing filter settings are kept.

Mod Library has its own sidebar button above Mods / Hacks! It works in the
launcher and in-game overlay. Renamed it from Mod Store as the mods are free.

Analogue bindings and calibration now live in the Custom Magic Code's Details.
Pick your local player there. Existing controls are kept, and you can adjust
them during an online lobby or game, including with a temporary session copy.

The brighter DKR water and all the recent online, input, rendering, memory,
HUD, spectator, lobby and launcher fixes are kept.

Everyone testing online needs these matching Beta 3 builds. The analogue mod
needs to be enabled by the host, and each player can choose their own controls.
Use a separate folder for this test. This beta is not on the stable updater.
