28 Commits
Author SHA1 Message Date
AyeZeeBB 28118efc27 Objects: other players' objects are ghosts by default, and their card is a visitor's
Objects other players place are spawned locally, so the game took every one
for the local player's own: all were solid, and their card offered the
owner's buttons and named the wrong player.
- Other players' objects are ghosts the skater passes through, as in the
  game's own sessions. Each player's row in the session menu has an
  "Objects: solid / ghost" switch, remembered by Steam ID; a dedicated
  server's own objects (its parks) are solid unless switched off.
  `mp objects-solid <SteamID64|server> on|off` does the same.
- The card's own Disable and Enable on one object stand over that player's
  setting until the setting is changed.
- The card on an object someone else placed no longer offers Edit or
  Delete: the game's "is this mine" and "may this be edited" checks answer
  for who really placed it. It offers Disable instead.
- The card names the owner of the object it is for, read from the card's
  own script, instead of the owner of the object nearest the skater.
- A dedicated server has a player card of its own, "Server", shown on what
  it placed.
Server: the Mods folder is kept when the configuration is reloaded. A park
mod was reported as not being in the Mods folder after a reload.
2026-10-13 03:37:45 -05:00
AyeZeeBB 4ac1343b95 Crash reports: self-hosted Sentry instead of Backtrace, and opt-in performance timings
Crash dumps now go to the project's own Sentry server. The launcher's
out-of-process helper is unchanged; only where it posts and what it expects
back are:

- The default endpoint is the Sentry project's minidump URL. Report
  attributes travel as Sentry tags, with the release as reskate@<version>.
- An upload counts as accepted when the server answers with an event ID.
- "backtrace" is "crash_report" throughout: the namespace, files, CMake
  targets, DINGOSDK_CRASH_REPORT_URL, DINGOSDK_BUILD_CRASH_REPORT_TESTS and
  the RESKATE_CRASH_REPORT_URL override.

Performance timings are new, and off unless "Send performance timings" is
ticked in the launcher's settings (RESKATE_TRACING=1). A small tracer
(Engine/Core/Debug/trace.h) posts each finished step to Sentry as a
transaction from a background thread; the launcher and the game it starts
share one trace. Timed: the update check, the Steam download, Thunderstore
installs, the mod merge, starting the game, the launch up to the first
playable level, each level load, joining a session, fetching the identity
lists, and the time spent in each level with its average frame rate and
long frames. Turning crash reports off turns timings off too.
2026-10-12 23:24:33 -05:00
AyeZeeBBandClaude Opus 5.5 d2b8e18097 2.0.7 hotfix: map updates, vote bar, ReSkate Admin tag, servers on the newest map version
Map updates
- A map the game already has, being replaced by the host's version,
  could load as soon as the new files were in Mods, while the mods
  were still being applied: it ended on "This map is not loading". The
  session now holds the load while a map is downloading, installing or
  applying, as it waits for one that is missing.
- A player whose version of a map is later than the host's keeps it and
  loads. Only an older one is replaced by the host's. Versions are
  compared number by number (1.10.0 is later than 1.9.2).

Dedicated servers
- maps.latest_versions (off by default): the server asks Thunderstore
  for the newest version of each of its custom maps, at start and every
  maps.latest_check_minutes (5-1440, default 60), and writes it into
  the mod's manifest.json. Nothing is downloaded: the server reads only
  a map's level list and version, and players, who are held to the
  server's version, fetch it as they join. The map being played waits
  until nobody is on it. A folder that is not a Thunderstore package is
  not touched, and the level list is left as it is.
- Console: maps update, maps latest on|off, maps latest every <minutes>.

Overlay
- Vote card: the pass mark is always in the middle of the bar. Green
  grows over the left half up to the yes votes needed and over the
  right half past them, whatever share the vote needs.
- The "Staff" tag is "ReSkate Admin", shimmering from #2500FF to
  #B2F9FF.

No protocol change. Tests cover the version comparison and the
manifest write; the Thunderstore lookup was checked against the site.
The map update flow, the vote bar and the tag were not seen in game,
and the server setting has not run on a live server.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 21:19:49 -05:00
AyeZeeBB e344d585f4 Vote for the next map when a map's time is up
A dedicated server that rotates its maps can now ask players where to
go next instead of taking the pool's next map.

Server
- maps.rotation_vote: when the timer runs out, a vote between three
  maps drawn at random from the pool, "Random map" and "Stay here".
  The most votes wins, a tie is drawn, and with no votes it is the
  pool's next map. It ends early once everyone has voted.
- maps.rotation_vote_seconds (10-120, default 30) and
  maps.rotation_extend_minutes (0-240, default 15; 0 leaves "Stay
  here" out).
- maps.rotation_announce: a card when the map has 10, 5 and 1 minutes
  left.
- The vote's maps are drawn a minute ahead and sent to games
  (PacketKind::next_maps), so their pictures are ready when it opens.
- /vote extend: a built-in vote that gives the map in play
  rotation_extend_minutes more. On by default (votes.extend_map), and
  only runs while the maps are on a timer. "extend" is now a reserved
  vote name.
- Console: rotation vote on|off, rotation announce on|off,
  rotation stay <minutes>|off, rotation extend [minutes],
  votes extend ..., vote extend.

Game
- The vote opens as a popup in the middle of the screen: a tile per
  answer with its picture, name, share of the votes and count. It
  holds input as the map download card does, and works with a
  controller (D-pad, A, B), the keyboard and the mouse.
- Pictures: a mod map's icon from its folder, or from Thunderstore
  when it is not installed; the game's own maps show their loading
  screen picture, cut to its middle square. "Random map", "Stay here"
  and a map without a picture are drawn as shapes.
- Older servers and polls are unchanged: the vote is a poll, so it can
  still be answered with /1, /2... in chat.

Protocol 50: games and servers both need this build.
2026-10-11 17:21:27 -05:00
AyeZeeBB a1621ee19e Dedicated servers: roles, with their tags, commands and permissions
Dedicated servers: roles, with their tags, commands and permissions
A dedicated server had one list of admins who could do everything, and
everyone else could do nothing. It now has roles, kept in
data/roles.json beside the bans: each a name, the tag its players wear
in the game, the server commands it may use, what it may do besides
commands, and a rank.
A server starts with five: player (everyone given no role: chat, votes,
parties, private messages), vip (a reserved slot), moderator (kick, ban,
messages, giving out lower roles), admin (everything) and muted. The
default role is whoever was given none; a role has what the default has
as well as its own unless it says it does not inherit. A reserved slot
is a permission, so a role's players have one without being listed.
Nobody kicks, bans or changes the role of a player whose rank is theirs
or higher, or gives out a role that is; the console is above every role.
"*" is every command but role and reserved, which a role has only when
it lists them.
New commands: role <player or SteamID64> <role>|none, roles, and roles
reload. "admin add|remove" and "admins" are gone: the admins an older
config lists are moved into the admin role the first time the server
starts, and leave the config.
In the game, a player's role tag and colour show in chat and on their
nametag, and each control in the Multiplayer menu, the map, time of
day, world layers and parks follows the command it needs rather than
one admin flag, as do the commands chat offers.
Protocol 48: the roster carries each player's tag, and a new
permissions packet tells a player what their role gives them. Older
games and servers do not connect to newer ones.
Also fixes a name clash that kept the server config tests from
compiling.
2026-10-11 03:52:13 -05:00
AyeZeeBB 0ae0e71f0f Map downloads on join, faster mod merging, connect cards in the server browser
Map downloader
- A host or dedicated server now tells joiners which Thunderstore package
  its map comes from (the Mods folder name plus manifest.json).
- A player without the map gets a card: icon, name, author, version and
  description, with DOWNLOAD and CANCEL. It works with mouse, keyboard and
  controller.
- Only packages listed as Maps in the ReSkate community are offered, and
  never deprecated, rejected or NSFW ones.
- On yes the package is downloaded, installed into Mods and applied as a
  live mod, then the session loads the map. A small card on the right
  shows the progress, so the player can keep skating.
- The player stays connected while it downloads: the host gives a player
  who says they are fetching the map up to 45 minutes instead of the
  usual load time.
- When the server changes map with the player in it, the card says so.
- Protocol version 47: map package on map_offer and world_state, and a
  "fetching the map" flag on map_request and world_ready.

Joining
- The pause-menu server browser shows a CONNECTING card over the page
  while a join is under way, and a COULDN'T CONNECT card with the reason
  when it does not get in.
- The session and voice tabs no longer show before the player is in.
- Leaving without the map (declined or cancelled download) no longer
  counts towards the failed-join limit, on servers and player hosts.

Input
- A card that asks something holds the game's input until the buttons
  are released.
- Steam's overlay hooks XInput in front of ReSkate and answers the game
  itself, so a controller reached the game behind menus. ReSkate now
  hooks that hook as well.

Mod merging
- Mods are read on several threads, at launch and for live merges. A live
  merge runs below the game's priority.
- The paid-cosmetics check reads the game's files and the mods on several
  threads.
- A live merge reuses the paid-cosmetics verdicts it already has and
  reports its progress and timings.

Launcher
- NSFW mods and their categories are not shown in the mod browser.
2026-10-10 13:15:04 -05:00
AyeZeeBB b7936a36c6 Steam IDs in the player list for the team; custom scripts switched off
Player list. A player on the developer, staff or homie list sees each
player's Steam ID in the overlay's PLAYERS list for the session they are
in, after "Host" / "Guest" and the distance, on their own row too. A click
copies it. The lists are the backend's, the same ones the tags come from;
every client in a session already knew the IDs, so this changes who is
shown them and nothing else.

Custom scripts. Nothing in scripts/Custom is read or run any more, whatever
the launcher's "Loose files" setting says: nothing used them, and a mod was
using the folder to load a DLL into the game (package.loadlib from its
init.lua). The loader is kept behind one switch (custom_scripts_enabled in
custom_script_loader.cpp) for the day they come back.

For that day, the loader now also takes Lua's ways of running native code
away before the first custom script runs: package.loadlib, require through
the two C searchers and package.cpath, os.execute and io.popen. If that
does not hold, no custom script runs.

The overlay's Mods page no longer has the INSTALLED / SCRIPTS tabs; it is
the installed mods. Editing the game's own Lua and config through loose
files is unchanged.
2026-10-10 10:52:59 -05:00
AyeZeeBB 8a4980c26a Discord Rich Presence, with joining from Discord
The game shows on the player's Discord profile where they are skating.
It talks to the Discord app on the same PC over its local pipe, with no
SDK; without Discord running nothing happens.
- Solo: "On <map>", "Solo skating", and how long they have been in.
- In a session: "On <map>", "Server: <name>" or "Lobby: <name>", the
  player count, and how long since they joined. A session with a
  password shows "Private server" or "Private lobby" and no name.
Joining: a status carries the session's join code when anyone may walk
in (no password, not full, a dedicated server or a publicly listed
lobby). Discord shows that as "Ask to Join"; the game answers yes for
the player at once, and the other player's game is handed the code and
joins. If their game is not running, Discord starts the ReSkate
launcher, which the game registers for under the player's own
discord-<application id> URL scheme.
Switches: "Discord status" in the launcher's settings (off starts the
game with --no-discord, and the game never opens Discord's pipe), and
the same in the in-game Multiplayer settings, kept in the profile.
The model gains join_code: the code of the session a player is in as
host or guest (invite was a host's only).
2026-10-09 22:51:22 -05:00
Robin MöllerandClaude Opus 5.5 c996fbda13 Server votes: custom votes, polls, more vote settings and announcements
Builds on the 2.0.0 vote card. Protocol 46: a server's vote can now be a
poll, and the roster carries who may start polls, the owner's own votes
and the current announcement.

Custom votes (votes.custom): the server owner defines /vote <name> [choice]
in ReSkateServer.json. When one passes, the server runs its command as the
console; {map} is the current map and {arg} the player's choice, which must
be one of the vote's "choices", so players never put free text into a
command. They show in /help, /vote list and the "/" menu.

Polls: /poll <question> | <answer> | ... with 2 to 6 answers. A poll runs
nothing. Players answer by clicking a row on the vote card or with /1, /2...;
the card shows each answer's count, then the result for a few seconds.
votes.polls says who may start one (off, admins, everyone), poll_seconds how
long it runs, and /poll end ends it early (its starter or an admin).

More vote settings: each vote may have its own seconds, cooldown_seconds and
min_players; starter_votes_yes says whether starting a vote counts as a yes.
The "votes" admin command sets all of them.

Announcements: "announce <text>" posts a chat line and shows a card at the
top of every player's screen. The new "announcements" section holds messages
the server posts in turn every interval_minutes while players are on;
"card": false keeps them to chat. Managed with the "announcements" command.

Older configs gain the new settings with their defaults on first start.
Server/README.txt documents them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WbSRfNf5T9wX4XMMQ5kwia
2026-10-09 21:01:40 +00:00
AyeZeeBB b3b067a356 The creator tag reads "Content Creator"
The badge a content creator gets before their name, in chat, on their nametag
and on their own tag in the menu, said "Creator". It now says
"Content Creator". Tests and comments that quoted the old text follow.
2026-10-09 10:04:49 -05:00
AyeZeeBB 9ab985e778 Server: object scaling can be turned off
Server: object scaling can be turned off

A dedicated server can stop players resizing the objects they place.

- "allow_object_scaling" in the config's "players" section (default true),
  and "object-scaling on|off" from the console or an admin. A change is
  saved and applies at once.
- Off: the server shares every player's objects at their own size, whatever
  that player's game sent. Admins can still resize theirs, as with the
  object limit.
- The roster tells each game. In the park editor of a player on such a
  server the SCALE mode is not offered, its Y shortcut does nothing, the
  scale box is disabled with a note saying why, and what is placed or edited
  is its own size.
- An object resized before the setting was turned off is its own size for
  everyone else straight away; its owner sees it resized until they edit it.
2026-10-08 22:21:00 -05:00
AyeZeeBB 5967124f3a Vote card above chat with rebindable Yes and No; fix full servers breaking on extra slots
Votes on a dedicated server show as a card above chat instead of being
followed through chat lines.

- The card has what is voted on, the Yes and No counts, how many are needed,
  a bar of how far Yes has got, and the seconds left. When the vote ends it
  shows Passed, Failed or Cancelled for four seconds.
- Yes and No are two buttons, labelled with the player's binds. The answer
  given is highlighted and can be changed. They can be clicked whenever the
  cursor is free (chat, menu or console open).
- Two new binds, "Vote yes" and "Vote no", in the binds list: F1 and F2
  unless changed, to keys or controller combos like the others. They are
  read only while a vote is running, and not while typing.
- /yes and /no still work and show on the card. The player a kick vote is
  about sees the card and has no vote in it.
- Console: "mp vote yes|no", "bind voteyes <n>", "bind voteno <n>".

Server:
- The roster carries the running vote (id, kind, tally, seconds left,
  starter, target, label) and the one just finished with how it ended.
- A chat line is no longer sent for each change of the tally; the lines for
  a vote starting and ending stay.

Fix: a dedicated server's roster may list more players than its limit.
The extra slots for reserved players and admins (33 of 32) made a roster the
protocol refused to encode, so with one in use the server logged
"Server error" every pass and stopped part-way through each one until
somebody left. Lobbies hosted by a player are still held to their size.
2026-10-08 21:54:45 -05:00
AyeZeeBB 0b58163de5 Server: its chat lines in colours the owner chooses; protocol 45
Server: its chat lines in colours the owner chooses; protocol 45

A dedicated server's own lines in chat (its welcome, console messages and
answers) were made violet in #129. The owner can now pick the colours.

- "chat_color": the "Server" badge and name, as "#RRGGBB" (default
  "#8E5CFF", violet).
- "chat_text_color": the text of those lines (default "#D9C8FF", lavender).
- Both are in the config's "server" section; a value that is not a colour
  stops the server from starting and names the setting.
- Console: chat-color <#badge> [<#text>]. Saved, and sent to everyone on
  the server, so the next line uses it.
- With the defaults, chat looks as it did.

The colours travel in the roster, so this is protocol 45: servers and
games must both update. Lobbies hosted by a player are unchanged.
2026-10-08 20:42:51 -05:00
Robin MöllerandClaude Opus 5.5 bc21311ccf Chat: server lines stand out in violet
A dedicated server's own chat lines (its console, welcome message and
answers to this player) get a violet "Server" badge and name and
lavender text, in the open chat and the fading lines.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MzTrhiZ2cNYyJgMHqTp1kf
2026-10-09 00:07:58 +00:00
AyeZeeBB 38d86e1b72 New pose and sound formats for dedicated servers; direct connections; protocol 44
Poses and skater sound between a dedicated server and its players use new
formats. Lobbies and the links between games are unchanged.

Poses (pose_codec.h, pose_batch.h):
- A pose is rounded once (rotations to 0.08 degrees, positions to a
  millimetre) and sent as its differences from a pose of the same player
  the receiver has acknowledged. Several players' poses share one message.
- The receiver acknowledges messages once a tick; the sender builds only on
  acknowledged poses, or on the whole pose it sent reliably. Loss costs the
  poses in that packet and nothing more.
- Fingers are not sent to players further than "finger_distance" (25 m).
- Games upload their own poses the same way, and the server acknowledges.
- About 300 B a pose at full rate against about 660 B before.
- The server no longer rounds rotations by distance: it saved little.

Sound (sound_codec.h):
- Each sample is sent as what changed since the one before, numbers rounded
  to 1/1024. One reliable message a tick carries every skater a player can
  hear. A stream is sent whole at its start and every two seconds.
- About 106 B a message against 368 B before, on a recording of real play.

Direct connections:
- "connection": "relay" (default) or "direct", with "direct_address" and
  "direct_port". A direct server listens on UDP and is listed with its
  address; players still sign in through Steam.
- Games connect straight to servers that offer it and fall back to the
  relays after 5 s. Setting and "mp direct-connections" to turn it off.

Server:
- "bone_scale_limit" is 1 by default: resized body parts are off unless a
  server allows them.
- Logs Steam's relay network status at start-up and in "net", and watches
  the Steam sign-in.
- "pack_ms" (10): how long Steam may hold a message to pack it with others.
- "steam_debug": logs what Steam's networking says, for connection faults.
- "relay_everything": sends poses and sound through the server even between
  games that have linked, for testing with few players.
- "net" shows pose sizes by rate, the share sent without fingers, and whole
  poses sent.

Game:
- Only ReSkate's nametags are shown; the game's own are removed.
- "mp pose-dump <seconds>" records the local skater's poses and sound.

Tests: pose_codec_tests covers exact round trips, chains of differences,
held fingers, damaged input, the sender and receiver over a link that
delays, loses and reorders, and the sound format; with a recording as its
argument it prints sizes on real play.

Protocol 44: servers and games must both update.
2026-10-07 23:10:13 -05:00
AyeZeeBB 7ee82b2771 Player distance and nametag settings; far players sent less and more coarsely; profiler addresses
Game
- Player distance (Settings > Interface, "player-distance"): how far
  away another player is still built as a skater, 50 to 1000 m, default
  120. Past it they keep their nametag or dot. All the way up shows
  everyone. A player already shown stays until 15% further out, so one
  skating along the edge is not built and taken down over and over. The
  game ran a full skater for every player on the server wherever they
  were, which is most of a frame on a full one
- Nametags are always ReSkate's own. The "ReSkate nametags" toggle, the
  "Nametag style" button and the nametag-style command are gone; the
  game's own nametags are never shown
- Nametag distance ("nametag-distance"): how far away a name still
  shows before it becomes a dot, 10 to 500 m. Default 120, was a fixed
  150, so by default the name and the skater go at the same distance
- Nametag dots ("nametag-dots"): off hides the dots for far players and
  the ones at the screen's edge for players off screen
- Friends' nametags only ("nametags-friends"): only Steam friends get a
  name or dot; chat bubbles still show for everyone

Server
- A player out of sight of another (half as far again as the low rate
  starts, 255 m by default) is sent to them once a second instead of
  five times. On a full server most players are out of each other's
  sight, and at five a second each they were most of what was sent
- Rotations are rounded before a pose is passed on, more coarsely the
  further away the recipient is: 0.04 degrees within the full rate's
  reach, 0.16 within the half rate's, a third of a degree past that,
  about 5 degrees out of sight. The pose is still an ordinary one. A
  bone that turned by less than a step is the same bytes as before, so
  the difference from the reference leaves it out, and the low bits of
  the ones that did turn pack away. By distance only: a player the
  crowd limit slowed keeps the fine rotations
- A recipient crossing from one precision to another is sent a whole
  state of that player, since a difference from a reference of another
  precision would carry every bone again
- "net" shows the size of the poses sent at each precision

Profiler
- A function in ReSkate.dll is reported by its address when the DLL has
  no symbols. A release build named every one of ours as the nearest of
  three exports, so a report could not say which was slow; the
  release's symbols name the address afterwards
2026-10-07 16:43:18 -05:00
AyeZeeBB c98c3f3207 Keep busy dedicated servers playable; hold stale skaters instead of rebuilding them
No protocol change: a server built from this still takes 1.1.4 players.

Server: what each player is sent
- A crowd limit: each player is sent at most crowd_budget poses a second
  (default 600, 0 for none; "crowd <n>|off"). Everyone at 5 a second at
  least, the nearest at the full rate, the next nearest at 10. Before,
  everyone within full-rate distance was sent at the full rate, which a
  crowd of 40 turned into more than a connection carries
- A skater's sound goes only to players within the full-rate distance,
  and in a crowd only from the nearest; it went to everyone
- A player who joins, or arrives after a map change, is shown the others
  about seven a second, nearest first, and none while what they were
  already sent is still on its way. Before, every outfit and every
  stream went at once (and to everyone at once after a map change)
- Whole pose and sound states every 8 seconds instead of 2, on the
  source's own clock, and slower pose rates sent on that clock too, so
  recipients share one patch and compression (DeltaCache) instead of one
  each. The settings survive a map change
- Object updates wait for a connection that is behind

Server: Steam connections
- send_rate (default 900 KB/s, "rate <KB/s>") is set as both Steam's
  minimum and maximum, for open connections and each new one. With only
  the maximum raised a connection stayed at Steam's 256 KB/s; set high,
  what was lost was resent until the connection was full of resends
  (about 1.1 MB/s reaches a player through the relays)
- A 4 MB send buffer, and a refused must-arrive message no longer ends
  the player's session at once: 15 seconds of refusals do (30 for object
  updates). A full queue used to drop everyone who was behind together

Server: seeing what is going on
- "net [player]": every connection's ping, delivery, queue and rate, the
  traffic by kind (poses, sound, voice, outfits, objects), who uploads
  most, and how busy the server's loop is
- A [network] line in the log every minute
- A leave or failed join says how it ended: closed by the player's game
  with Steam's reason, connection lost, or closed by the server and why
- The queue time no longer prints Steam's "unknown" as a number

Server: other
- Reserved slots: reserved_slots and reserved in ReSkateServer.json, and
  the "reserved" command; admins always have one
- The speed check flags a game at about 1.5x and over (was 1.06x), and
  tells only that player; for the admins it is in the log

Game
- A remote skater with no pose for a second stays where it was for up to
  eight seconds instead of being destroyed and rebuilt three seconds
  later. On a busy server one slow frame did that to many players at
  once, and the rebuilding made the next frames slower still
- Every waiting message is read each frame (at most 128 were)
- On an official server the role tags (Dev, Staff, Homie, Creator) show
  for every player, not only the few the game is connected to directly;
  community servers keep the old rule
- The server browser searches Steam at most every 15 seconds (45 after an
  empty answer) and keeps the last list for 15 minutes when Steam returns
  nothing, up from 2
- The game's own connections send at up to 900 KB/s
2026-10-07 14:43:45 -05:00
AyeZeeBB 07fef3820d Limit how many objects each player can place (protocol 43)
Limit how many objects each player can place (protocol 43)

- Servers and lobby hosts set how many objects each player may have
  placed: object_limit in ReSkateServer.json and the "objects" command,
  "Objects per player" in the host options. Default 100; 0 is no limit
- The host and a server's admins are not limited
- At the limit a player's game refuses another object, from the native
  object tool and the park editor, and the menu shows how many they have
  placed
- Enforced by the host or server, which shows everyone no more than the
  limit of each player's layout; objects already shown keep their place
- The limit travels in the roster, which takes the protocol to version
  43: builds before this cannot join sessions with builds after it
- The protocol tests link again (the server browser needs the identity
  lists since the official servers change)
2026-10-07 10:03:54 -05:00
AyeZeeBB 3d259667d7 Sort servers by players by default; allow / in server names
- The server browser opens sorted by most players, in the overlay and
  the native menu; official and friends' servers still come first
- Dedicated server names may contain "/" (builds before this hide a
  server whose name has one)
2026-10-07 00:28:58 -05:00
AyeZeeBB 101e1af6e4 Official, staff and friends in the server browser; server tokens; Linux self-update
Server browser
- Official servers (the backend's "official_servers") sort first and are
  drawn in ReSkate blue
- Servers Steam friends are skating in sort next, drawn in green with the
  friends' names; searching a friend's name finds their server
- A player in a session they joined can join another server straight from
  the list; hosts still end their session first, and a Steam friend's join
  offer never replaces a session
- Joining a dedicated server from the list records it as the player's
  public session, so friends see it and the row shows HERE
- Blocked servers (the backend's "blocked_servers") are hidden and cannot
  be joined, by code either
- When the backend sets "server_tokens_required", dedicated servers that
  signed in without a login token are hidden, except on the player's own
  network
- A search that gets no internet list from Steam keeps the last list for
  two minutes, and waits six seconds before treating it as empty
Roles
- New Staff tag from the backend's "staff" list: green name, badge and
  item animation, ranked after Dev
- Staff can pick a rainbow for their items on the Special page; it is sent
  as a solid colour older builds can show, so the protocol is unchanged
Dedicated server
- steam_token: sign in with a Steam game server login token and keep the
  same Steam ID every start; empty signs in anonymously as before
- A listed server without a token says so at startup, and when the token
  rule starts or stops hiding it
- Linux servers update themselves from the release's "server_linux"
  tarball, with the machine's curl and tar, pinned by SHA-256, and carry
  on in the same process
Launcher
- Only create the MiniDumpWriteDump API-set shim under Wine/Proton
2026-10-07 00:19:56 -05:00
AyeZeeBB 2cdc5ee8df Fix costume merging, restrict server names, add Centrix tag
- Mod merge: rebuild a merged bundle's chunk metadata the way the game
  writes it (one record per chunk, in chunk GUID order), so costumes
  from different mods built on the same game costume keep their
  textures and meshes
- Merge audit checks that layout, and there is a new unit test for it
- Server names: only letters, numbers, spaces and - _ [ ] ( ),
  1 to 64 characters; the server browser hides servers with other names
- New Centrix tag from the backend's "centrix" list: blue and white
  name, badge and item animation, ranked after Dev and before Creator
2026-10-05 23:39:16 -05:00
Juan 23151496f1 Add chat bubbles above each skater
A player's recent chat lines show as speech bubbles above their skater: newest nearest the head, older lines stacking upward, each popping in with a slight overshoot before it fades. Emotes render as their images, a message that is nothing but a few emotes shows them jumbo, and a message longer than a handful of lines is cut with an ellipsis so one line can never wall the screen off.

Local display options live under Settings > Interface > Multiplayer (on/off, own messages, distance, duration and how many recent lines stack) and the console gains mp chat-bubbles, chat-bubbles-own, chat-bubbles-distance, chat-bubbles-duration and chat-bubbles-history.

The chat panel and the bubbles now share one rich-text module (chat_rich), and a filtered message keeps its emote names: the bad-word mask is applied, but emote tokens are put back from the original before they are parsed.
2026-10-05 22:46:40 -03:00
xThrasherrr 206885fa62 Add a map pool card to the Multiplayer menu for server admins
The server now sends admins its pool and rotation with the map list, which bumps the protocol to 42: players and servers need this build to connect.
2026-10-05 14:43:12 -06:00
AyeZeeBB 5bfe4f7bfa tag preview, separate switches and per-item colors
- Split the single switch into "Show my tag" and "Show my items", and
  show the tag as chat and nametags draw it.
- Color whatever is equipped instead of the one hoodie and pink board:
  top, bottoms, shoes, socks, hat, glasses, outfit, costume, deck, grip
  tape, trucks and wheels, each set on its own.
- Each item can use its list's animation (rainbow, red or gold), a
  gradient between two picked colors, one solid color, or be off.
- The choices travel with the player's appearance so everyone sees them.
  Protocol version 41.
2026-10-05 00:00:45 -05:00
AyeZeeBB c930b512e6 Backend lists for tags, cosmetics and bans
- Read Dev / Creator / Homie Steam IDs from api.reskate.dev instead of the hardcoded list
- Creator (red) and Homie (gold) tags and hoodie/board colours; Admin tag is now pink
- Global bans: lobby hosts and dedicated servers turn banned players away
  ("global_bans": false in ReSkateServer.json opts a server out)
- SPECIAL menu page for listed players to hide their own tag and items
- Fix hoodie and board keeping the animated colour after the animation turns off
- Multiplayer protocol 39 -> 40
2026-10-04 22:33:57 -05:00
AyeZeeBB 3fddd1433a Trainer: quiet by default, host's setup for guests; drop the out-of-view cut
Follow-ups to the trainer (PR 37), and one multiplayer change.

Off until asked for (Extension/Trainer)
- The jump read-out and the LB+RB controller shortcuts start off. Jumps
  are logged only while the read-out or telemetry recording is on, and
  trick launches only when the trainer scaled them. A saved trainer.json
  keeps what the player chose.

Memory search on demand (trainer.cpp, trainer_classes.cpp)
- The search for the game's tuning classes reads all writable memory.
  It ran for every player after a level loaded, and up to seven times
  when it found nothing. It now runs only when a class value or the flip
  speed is not the game's own (the player's, or a host's they skate
  with) or the EVERYTHING list is open, and at most three times a level.
- For those players it runs again on each level, which brings fresh
  copies; a search from an earlier level used to count as done.

Guests under enforced physics
- A guest is locked by the session's enforce setting, from the moment
  of joining (Engine/Game/Multiplayer/session_physics.h), not by whether
  the enforcement status text was set yet.
- A guest's class values no longer come back after a map change.

The host's whole setup reaches its guests (protocol 39)
- Only Gameplay/SkatePhysicsTuning travelled, so a host could push,
  sprint or jump further than the guests it held to the game's own.
- New packet physics_extras (30): the host's class values, trick
  multipliers and auto push (trainer_session.h), sent when they change
  and to players who join later, taken from the host only. A dedicated
  server's are the game's own and it ignores the packet.
- Under enforcement a guest's own trick multipliers stand down for the
  host's, whatever the boosts switch says. With enforcement off nothing
  changes.
- A guest refuses bytes that are not an encoding, holds values to the
  trainer's own ranges, and leaves out class values written for another
  game build's table.
- protocol_version 38 -> 39: released versions disconnect from a peer
  that sends a packet they cannot decode.

Out-of-view players are posed every frame again (Session/session.cpp)
- Players outside the camera's view and past 8 m were sampled at 20 Hz
  (b763631). The game's replays record each skater as it stood every
  frame and their camera looks anywhere, so those players moved at
  20 Hz in replays. Removed; the distance rule (20 Hz past 200 m, 10 Hz
  past 350 m) stays. This gives back the client-tick time it saved on
  busy servers.
2026-10-04 14:19:30 -05:00
AyeZeeBB 76330e40bb Skater slot, menu and throwdown fixes; MY MODS rework; lobby parties
Skater slot, menu and throwdown fixes; MY MODS rework; lobby parties

Saved skaters (Extension/Customization, Extension/Skater)
- The selected slot, and slots before it, came up as the standard
  skater after a start or map change. The game asks for a slot's saved
  outfit once per level, and that happened before the cosmetics catalog
  could be read. The first selection now waits for the catalog (60 s at
  most), and later map changes check against the catalog already read.
- The retry from abdda77 is removed: the record it wrote to is a
  temporary on the game's stack, so it could never work.

Pause menu (Extension/UI/NativeMenu)
- ReSkate's entries stopped working after enough map changes: each
  level change took new slots in a fixed table of 1024 for the same
  buttons. A button now keeps its slot, and a full table hands out the
  slot that has gone longest unused.

Throwdowns (Extension/Throwdowns, Runtime/runtime_init.cpp)
- Multiplayer crashed when someone placed a throwdown after a map
  change. The event types are freed with the level but were cached for
  the process. They are now cleared when a level is left, checked
  before use, and looked for again in each level.

MY MODS (Launcher/gui_mods.cpp, gui.cpp)
- Search, a filter and an order; a switch per mod; a menu per row.
- Multi-select with tick boxes, Shift-click and Ctrl+A, and a bar to
  enable, disable, move, update or uninstall everything ticked.

Lobby parties (Extension/Multiplayer/Session)
- A lobby is no longer one party. Its host keeps parties the way a
  dedicated server does: invite, accept, join, leave, kick, promote,
  open and close, with "/p" party chat. The "Lobby party" switch is
  gone. Protocol version unchanged (38).

Mod merge (Engine/Vfs), follow-ups to e715b9b
- Files rewritten into the merged patch are tracked by position, so
  another mod's added assets no longer shift the lookup.
- Two mods adding different assets under one name is now noted, with
  whose copy the maps get.
- mod_merge_unshift_tests compiles with the launcher tests on.
2026-10-04 13:27:21 -05:00
AyeZeeBB ca1d82f636 1.0.0 Release! 2026-10-02 14:40:41 -05:00