The profile keeps every cosmetic it has seen, a removed mod's too, and refused to save past
8192 of them (or of Build objects). A player who had tried enough mods passed that, every save
was refused, and the cosmetic catalog failed with it: no items in the customization menu and
no playcard. The saved limit is now 65536 (saved_item_limit), a bound against a damaged file;
the game's own catalog of installed items keeps its 8192.
Also: one item the catalog cannot hold (two items with one identity hash, a record the game
will not read) is left out and named in the log instead of failing the whole catalog, and a
catalog that still fails logs why.
Shader tables
- Reverts a61f82c ("Shader crash fix"). Since 2.0.8 a mod's own shader
programs were copied into the merged table, and the tables that cosmetic
bundles carry were merged across mods. Each such bundle then held other
mods' programs, and the game built them as the bundle loaded, before the
files with their compiled variants were there. That was 2.0.8's most
reported crash (Skate.exe+0x3f86da6, some forty machines in ten minutes).
2.0.9's guard passed such a program over, and the same players then
crashed a little later in cosmetic loading (+0x3f7bb65, +0x16fe1a6,
+0x3dc07ed).
- Whatever crash a61f82c fixed comes back with this for the mods that
needed it.
- The guard stays.
Music
- The game's read of one song for its scorer (0x14f23a0) is replaced by the
same read with the check it lacks: a place past the end of the playlist
asset's songs has no song, which the game already answers with 0. 2.0.9's
check in music_select_next_hook looked at what the queue held before the
game was asked and did not see these; the game asked for places such as
0xd570 and crashed reading them (7 reports on 6 machines).
- Said in the log the first eight times.
Not confirmed in game: neither change has been run by a player who was
crashing.
Three outside sources can now be played through the game's own music
player. Each has its own row in the music screen, shown only when it is
set up, with tiles that behave like the game's playlists: track name,
cover, pause, next, and pressing a row to start that track.
How the sound gets in
- The game's song decoder is hooked. While one of these tiles is on, the
audio of the game song behind it (its "carrier") is replaced, block by
block, with the outside source's audio. The game's volume, fades and
pausing still apply.
- Rows are songs of our own registered with the game's music registry
(copies of a real song's asset with their own artist and title), so no
game song is borrowed or renamed to list a track.
Spotify
- The game is a Spotify Connect device ("ReSkate"), built on librespot
and linked into ReSkate.dll (SpotifyHelper/, Rust). Audio, track info
and controls come straight from Spotify. Needs Premium.
- Optional sign-in through the Web API lists the player's playlists and
Liked Songs as tiles with their tracks.
- librespot can no longer end the process (it does so on a free account
and on playback errors); only its thread is stopped.
YouTube Music
- Videos and playlists added by link. yt-dlp is fetched on request into
<Local AppData>\ReSkate\bin and checked against its published sums;
decoding is done in the DLL, so no ffmpeg.
- Private and age-restricted songs: cookies.txt or a browser's sign-in,
with QuickJS fetched as the JavaScript runtime yt-dlp then needs
(Node.js is used instead when installed).
External Audio
- Any app's sound, captured per process from Windows, with the app's own
output turned down while it plays through the game.
Setup page
- "spotify setup" opens http://127.0.0.1:8421/: device status, sign-ins,
YouTube links and tools, the external app, loudness. Loopback only;
changes are accepted from its own page only.
Also
- Speakers in the world play the tile's audio; grabbing one keeps the
player on their tile.
- Playlists added while the game runs are sent to the music screen live.
- MUSIC-SETUP.md: setup guide for players.
Building the Spotify device and the YouTube decoder needs cargo; without
it ReSkate.dll builds without them.
The Favorites order fix gave Favorites to any channel that asked for
playlist 0. That is what the music player asks for when Favorites is
chosen, but nothing said another channel could not ask for 0 and mean
something else. The channels the music player's own queues pick songs
for are now remembered as they are seen, and only those are given
Favorites for 0; on any other channel the request goes through as it
came. The channel numbers are still the game's: none is written down.
A channel's binding was logged once per change, except for a channel
past the end of the table, which was logged on every call. Those are no
longer logged at all. The binding line now says whether the channel is
one of the music player's.
The hook on the game's candidate check is removed, with its address: it
changed nothing and only logged.
In the skater's item grids (Apparel, Accessories, Board, Gestures) F favorites
the highlighted item, - (or Ctrl+F) opens a search box that filters as you
type, and X steps a filter (All, Favorites, Mods, Game items). Favorites sit
right after the worn item, carry the game's star where the tile shows its
rarity icon, and are kept in ReSkate.favorites.json beside Skate.exe.
The grids stay the game's own: their tile rows are reordered and filtered
through the native model functions, as the music screen's Mods shelf does.
Nothing is hooked for it and no file of the game or of a mod is changed.
See contrib/native-item-browser.md for how it works and what is not tried yet.
This is the Item Favorites mod done natively, so it no longer needs a DLL
loaded through a custom script.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Create independent anchored and tile-list models before native widget binding.
Populate Mods from Featured rows with mod playlist IDs while retaining native
presentation and actions. Leave existing playlist contexts and cosmetic
ownership unchanged.
Document the native UI model flow, verified loader entry points, typed
publication, and inspection workflow for future modders.
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.
Mod archives (Engine/Vfs/mod_merge*)
- A free archive index no longer has to sit at or below the highest index
the layout already declares. The engine keeps archives in a table keyed
by layer, install chunk and a 16-bit index, with no range to stay
inside; what it cannot survive is a reference to an archive the layout
never declared. Indices are taken lowest first, per package directory.
- So a mod that collides takes an index of its own and its file is hard
linked rather than concatenated, and no two mods share one archive's
4 GB of addressable bytes. Sharing is left for a mod added while the
game runs, which has no declared index to take, and for a directory
with no index left.
- A placement addresses its payload with a 32-bit offset, so both append
paths now refuse to cross 4 GB instead of wrapping round and pointing
the game at some other payload: CasStore::write fails with the archive
that is full, and the live-apply path checks archive 1's size plus the
mod's before appending and asks for a restart, which gives the mod an
archive of its own anyway.
Injection through a hooked LoadLibraryW (Engine/Core/Platform)
- A player could not launch at all: "Child LoadLibraryW entry bytes match
neither Windows' kernel32 file nor this process". Anti-virus and
overlays hook the entry with a jump to a per-process trampoline, so the
bytes differ in the launcher and in the child and neither comparison
could match. The guard already allowed the same hook when both
processes carried it identically, so it refused on an accident of how
the hook was written rather than on intent.
- inline_jump_length recognises the forms a hooking engine writes (rel32
jmp or call, push/ret, jmp [rip], mov rax/jmp rax, short jmp). When one
is present and every byte after it still matches the clean kernel32
file, the launch goes ahead: the body is Windows' own, and the provider
image already matched on timestamp, checksum and size. A wholesale
replacement is still refused, and now says so.
- The failure names the modules loaded into Skate that came from neither
Windows nor the game folder, instead of guessing at "security
software". An accepted hook is logged as a warning with the same list.
Launching (Launcher/launch.cpp)
- Exporting loose scripts is a convenience, and a folder that would not
take it was failing the whole launch: fs::create_directories threw and
nothing caught it. The export is skipped, RESKATE_LOOSE_FILES goes to
0 so the runtime does not look for files that are not there, and Skate
starts. Someone whose install is under Program Files can play; only
editing loose scripts is lost.
Failures worth reading (Launcher/problem.h)
- A hooked LoadLibraryW, a refused write and ERROR_ELEVATION_REQUIRED
each explain themselves now. Windows reports the last two in the user's
own language -- "Zugriff verweigert", "La operación solicitada requiere
elevación" -- so the rules key on the operation names and the error
number, which are never translated.
Saved skaters (Extension/Customization, Extension/Profile)
- Outfits stopped saving and every slot showed the standard skater. The
load hook marks a preset blocked on entry and clears it only on a full
success, so a load refused for a catalog that was not ready yet left
the preset blocked for the session and every later save was refused as
previous_load_rejected. The game asks once per level load and does not
ask again, so one lost race cost a skater until a restart. Logs show
the catalog arriving three seconds after the refused load, at startup
and again on a map switch 17 minutes later.
- The record is remembered in CosmeticRuntime::pending_loads and applied
by retry_pending_cosmetic_loads from the customization pump, which
already waits for refresh_cosmetic_catalog. The preset stays blocked
until a load really succeeds, so nothing is written over the outfit on
disk.
- Those records belong to the loadout manager's array, which can be
replaced in between, so each pointer is checked against the live array
exactly as a save checks one -- manager current, begin/end sane, 0x48
stride, at most 10 records, in range and aligned. A record that no
longer belongs is dropped as retry_record_moved rather than written
through.