An FPV drone flown from the free camera: real quad physics (thrust,
gravity, drag, Betaflight "Actual" rates), collisions with the world, and
a goggle-style display. Open it with `dronemenu` (or the drone window's
Start flying).
Flying
- Keyboard and mouse, gamepads, or USB RC radios (EdgeTX etc. in Joystick
mode). "Set up controller" learns each stick and switch by asking for
one at a time, reversed axes and springing gamepad throttles included.
While a controller flies the drone, the game is kept off it, as
freecam's controller mode does.
- Presets (Tinywhoop, Toothpick, 5 inch), arm/disarm, back to takeoff,
and every setting live through `dronetune`, saved in the profile.
- Optional range: the picture breaks up and is lost with distance from
the takeoff point; past it, failsafe cuts the motors.
- OSD, on-screen sticks, an analogue video look, synthesised motor sound.
- Goggles: the pilot's skater wears eyewear from the game's catalog while
flying, and gets their own back on landing (Road Rash aware).
- Start flying hides the game UI, Stop flying brings it back.
Multiplayer
- New packet `drone` (36): where a player's drone is and which way it
faces, 15 times a second, unreliable, relayed like effects. Markers
glide between updates. Protocol version 52.
- FLYING DRONE above the name of a player who is flying.
- Players choose whether to share their drone and whether to see others'.
- Dedicated servers: `sync_drones` (players section) and `drones on|off`.
Off: no drone packets are relayed, and players are told in the roster.
Changes to existing code
- `flyspeed` takes any speed from 0.6 to 1500, not only the seven listed
(the drone's presets and top speed slider use speeds of their own).
- Overlay: begin/end_input_access, so the drone's controller read sees
the device while the game is kept off it.
- Profile: local_surface_hit, the park editor's ray from one point to
another, for the drone's collisions.
Tests: Skater/Test/drone_radio_tests (controller setup), and the drone
packet and roster rule in Multiplayer/Test/protocol_tests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MArBL6UbYZPsp9rMnq2Ks5
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.
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.
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
Other players' skaters and skateboards showed none of the game's skater
effects: not the trail or fire a costume or deck comes with, and not the
sparks, dust and puffs of a skater touching the world.
Costume and skateboard effects. The game gives another player's skater and
skateboard the right effect sets by itself, but builds them before their
outfit is on, so nothing showed. They are now built again half a second after
the outfit is applied. An always-on effect that a skater's item puts on the
skateboard's wheel joints (the Ghost Skater trail) follows the skater's own
copy of those joints, which only this player's skater keeps up to date: for
other players it is taken out of the skater's sets and built on their
skateboard, which has the same joints.
Contact effects. They come from a skater touching the world, which only
happens in that player's own game. Each game now captures its skater's
contacts (position, velocity, surface normal, surface material) and sends up
to three a tick in a new unreliable packet, PacketKind::effects. Other games
play each through the game's own function, so the effect is still chosen from
the surface and the speed. A contact is shown as late as that player's poses
are, only within 30 m of their skater, and only for a material the level's
table has: the game reads that table without a bound.
Server. A dedicated server relays effects packets to players within 150 m of
the sender, at most one packet a tick from each player. New setting
players.sync_effects (default true), console and admin command
"effects on|off". Off: the server relays none, and the roster tells games
neither to send their contacts nor to build other players' costume and
skateboard effects. Player-hosted lobbies relay through the host and always
share them.
The roster carries one more byte for the setting. Still protocol 45, which
has not been released.
New console command "mp effects": what has been captured and played, and why
the last contact was refused if one was.
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.
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.
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)
- Mods that add copies of store items under new names are no longer
loaded. The launcher, mod manager and game say why.
- A chat line passed on by the host only shows a Dev/Creator/Homie
badge when the player's own copy of it arrives too, so a host
can't put one on a line that player never wrote.
- 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.
- 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
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.
Cap outfit packets and stop dropping recipients when a relay cannot be
built. Add per-player relay limits for outfits, skater sound and voice,
and a back-off for Steam IDs that keep failing to join.
Throwdowns: only participants can write rows, turns and scores; a copy
that fails to spawn no longer blocks the others.
Throttle remote skater and skateboard re-creation, cap remote objects
per session, and show developer and friend marks only for identities
Steam vouches for. Route all connections through Steam's relays.
Dedicated server: validate map changes, clean player names, keep vote
cooldowns across reconnects, and cut ban labels on a character boundary.
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.