Boards wear: hard landings, hits onto rails and ledges, grinding and
slams wear the board of the deck in the game, kept per deck. From a fifth
worn it steers lazier and its trucks go soft (the game's own physics
tuning, outside multiplayer sessions only); a worn board breaks from less
and, worn out, can give way under the rider. A board that broke is a new
one once it is whole again, and the game's own board wear is cleared with
it.
A boardslide, lipslide or darkslide that comes down too hard onto a rail
can snap the board, and the rider goes down with it: No Bail can now be
asked for a wipeout, which goes in as a cause before the selector picks.
Sounds play through XAudio2: a crack by the size of the break, metal when
the board broke on metal (the material comes from the game's contact
effects; which are metal is marked in play or listed by a pack), and the
body's hits in a bail by how hard they land.
The settings are a card on the overlay's Skater page, two rows in Mod
Options and console verbs, kept in BoardBreak.settings. A deck may name
itself and set its wheels wider apart in a deck.ini; Old School and Pig
join the decks the feature knows.
A Pop-out strength setting (10-100%, kept) scales the sideways speed of
trigger-set grind exits, for rails next to a wall, where the full exit
carries the skater into it. 100% is the default and exactly the previous
behaviour.
- ReSkate menu: a slider in the GRIND EXITS card, sent when it is let go,
in steps of 5.
- skate.'s Mod Options and the tools menu: a row stepping 100 / 75 / 50 /
25%.
- Console: grindexit strength <10-100>; kept in control.txt with the
other grind exit settings.
- Below 100%, an exit the game was already sending toward the chosen side
is scaled too, so the setting applies to every trigger-set exit.
LT / RT pressed during a grind pick the side the skater pops out to,
independently of the trick and the body's rotation (both come from the
left stick in skate.'s own controls). Only the sideways part of the
grind pop's launch is replaced, with the game's own sideways speed; the
trick, spin, pop height and along-rail speed are untouched.
- Input Mode: Toe / Heel (character relative, needs the stance) or
Left / Right of the direction of travel.
- Grab guard: a trigger used to pick the side is hidden from the game
until released, so it never starts a grab.
- Lean guard: while a claimed trigger is held in a grind, the left
stick's left/right reaches the game at the pop, so the game's lean
exit cannot drag the board into the rail.
- Off by default; switches in Mod Options > Player, the ReSkate skater
page, the tools menu and the console (grindexit ...). Kept between
sessions.
- Listener slots on existing hooks only: No Bail's physics step, the
trainer's set_trajectory detour, and the overlay's XInput capture.
No new detours. Build-locked to 20260929 through the trainer's byte
check.
Measured on build 25414733: 48 vanilla grind pops, 144 trigger-set
pops. See Extension/Skater/GRIND_EXITS.md.
A slam can break the local skater's board at the nose, in the middle or at
the tail. Half the time the grip tape holds the pieces together and the board
folds or an end hangs; otherwise a piece comes off, flies and lies where it
lands. The board is whole again in hand, on riding and on a respawn.
The pieces are four stretches of the deck in a content mod's copy of the
game's one deck model, each on a spare bone of the board's rig. The boards'
render pose hook only moves bones, because the replay records where a bone is
and not its size: a broken board's deck goes away and its stretches go to
where the pieces lie, and a whole board's stretches go away.
The deck the player chose loads first and other mods that bring a deck model
are set aside for the run, without touching mods.json. Another deck is chosen
while the game runs, through a live apply of the mods.
contrib/board-break.md says how it works and how a deck pack is made.
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.
Memory
- The entity and pending-update pages are four times the game's own size
(524,288 slots), down from eight times. At eight, the game kept a
3.5 GB block for them that was fully in RAM on custom maps; the largest
map load seen needs about 150,000 slots. The render-instance pool and
spatial buckets stay at eight times.
- The log has a "Memory:" line when the game's memory, the players in the
session or the skaters built change: committed, in RAM, players, skaters
built, player distance and map.
- Console: `perf memory` lists the game's memory by block size.
`perf memory mark` remembers it, and the next `perf memory` says what
was added since. `perf memory trace` also records who asked for each
block until `perf memory stop`. `perf memory big` lists the largest
blocks with how much of each is in RAM and a sample of what is in them.
RESKATE_MEMORY_TRACE=<megabytes|all> starts the trace with the game.
Replay crash guard
- The game's replay recorder crashes when its stream has no room for the
next chunk: it writes to the chunk it was not given (Skate.exe+0x48efa34,
crash reports of 2026-10-10). The function now runs under a handler
that, for that one fault alone, returns as if no chunk was ended, and
says so in the log. Any other fault still goes to the crash reporter.
The skip path has not been triggered in testing.
Launcher
- `-map <name>` (also --map, -map=<name>) loads that map as soon as the
game is up, named as the console's `load` names one. With --no-gui and
no other options the launch still uses the saved launcher settings.
Pause menu
- The Multiplayer and Mod Options pages step aside while the game's side
menu, or a screen opened from it such as Settings, is over them. They
drew over both before.
- A button still held when a page comes back is not a press on it: the
Back that closed the side menu no longer dismissed the page as well.
Multiplayer cosmetics
- A player whose mods add or remove cosmetic slots (stickers, say) no
longer has the whole outfit refused. Their items go to this game's slots
by slot: a slot they lack stays empty, an item in a slot this game
lacks is left out, and the log says how many of each.
After 10 bails the leg of the side that took more of them shows road dust
and a graze, its arm one bail later; at 14 the marks are bigger and the
other side starts; at 20 they are raw wounds and the face is bruised. A
mark never gets smaller until the player heals. The worst wounds bleed,
or are dry and scabbed with the blood switch off.
The marks are cosmetic items of a content mod (tattoo items for the limbs,
moles items for the face, named RoadRash_<Set>_[<design>_]<level>). Road
Rash puts them into the local skater's recipe with the game's own recipe
copy, after the validation the multiplayer code runs on a peer's outfit.
Nothing is written to the outfit or the profile's skater, and without the
item pack nothing shows and nothing is changed.
A bail is the physics state selector choosing Wipeout (No Bail's watch).
Its side comes from the ragdoll's contacts through Hall of Meat's reader:
impact and slide of the arm and leg bodies that touch something other than
the skater's own board, summed per side while the body is a ragdoll.
Outfit menus. The game feeds a skater's items either from the player's
outfit or from a recipe of the skater's own: after the recipe copy the
skater in the world no longer gets what the player changes in the menus.
So the skater is given back to the game while a game menu is up, with
nothing to show, on healing, when a switch changes and when switched off:
the four words of the item component the copy had changed go back to what
they were and the component is told its feed changed, and the game puts
the outfit's own items back and feeds the skater again. The marks go back
on, over the outfit as it is by then, a second after the menu has gone.
Whose recipe a skater wears is read from the skater at every look: a
respawn hands over the same skater, items and all, as if it were new.
The player's own tattoos and moles stay unless roadrashtattoos is on, and
come back the same way.
The recipe handed to the copy names no item, only hashes, like the game's
own for the local skater: the game changes that skater's items where they
lie, and a name left beside one would stop every later read of the
recipe, the multiplayer code's too.
Console: roadrash, roadrashblood, roadrashtattoos, roadrash heal,
roadrash bails <count>. Menus: Road Rash, Road Rash blood and Heal Road
Rash beside Hall of Meat (Mod Options > Player, the overlay's skater page,
the native tools view). The three choices are saved with the profile.
No new hooks. The rules (side of a fall, levels per count, item names,
decal placement, comparing parameters the game has rounded) are in
road_rash_model.h with their own test target,
DINGOSDK_BUILD_ROAD_RASH_TESTS. Notes and what is not tried yet:
contrib/road-rash.md.
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>
Changelogs. The launcher's main screen has a CHANGELOGS tile in the
bottom-left corner. It opens a panel with the newest GitHub release: its
tag, title, date and notes. The notes are the release's description, read
as markdown and drawn like a mod's README (headings, bullets, code, rules).
A release published without a description shows what its GitHub page shows,
the tagged commit's message, taken from the releases feed. Fetched once,
the first time the panel opens; "Open on GitHub" goes to the releases page.
Download total. On GET MODS, the bar for ticked mods now gives the size of
what installing them downloads: "3 mods selected / 1.27 GB to download".
It is the sum of each mod's newest version as Thunderstore lists it.
Discord joins. The command the game registers for Discord to start ReSkate
now passes --no-gui, so pressing Join with the game closed goes straight
into the game instead of stopping at the launcher window.
--no-gui with no other launch flags now starts the game with the launcher's
saved settings (window size, menu and console keys, loose files, GPU
diagnostics, Discord status, offline, log level, extra launch options), as
pressing PLAY does. With flags of its own it behaves as before.
Mod Options. The pause menu's "Custom Stuff" page is renamed "Mod Options",
in the menu, the READMEs and the comments.
Not tested in game: the Discord join with the game closed, and the renamed
page. The changelog panel has only been seen with the earlier API-only
fetch.
The Multiplayer and Custom Stuff pages of the game's pause menu were
built from the game's own menu widgets: a button, a text box and a line
of text, which cannot make a list with columns. The game now keeps only
the frame around each page (top bar, title, Back prompt) and ReSkate
draws everything in it, tabs included. The native page is one empty
body.
Multiplayer
- Server browser: a list with name, map and skaters columns that sort,
search, filters (all, servers, lobbies, friends, hide full, my map),
and a panel for the session pointed at. Pressing a row joins it; the
row says JOIN while pointed at. Join by code is in the panel, and its
own tab is gone.
- Host lobby, as before.
- Current session (only in one): who is here, leave, map, join code,
party.
- Voice chat (only in a session).
- Session settings (only for a lobby's host or a server's admin). They
are sent as explicit values, which a dedicated server needs.
Custom Stuff
- Official maps and Custom maps: pressing a map loads it.
- World: traffic, pedestrians, time of day.
- Parks: a card for each lot with its style, layout and load.
- Player: noclip, no bail, Hall of Meat, board wear, the camera views,
flight speed and the boosts.
- Online: player and nametag distances, nametags, chat, chat bubbles,
Discord status, and showing your tag and items.
- Visuals: camera effects, challenges, shuffle playlists.
- Binds: record or clear the button for each action.
- The player card name is no longer on the page (cardname in the
console still sets it).
Input: the game keeps the mouse and controller while its menu is up,
so the pages only watch them. They have their own focus, moved with
the D-pad or arrow keys and pressed with A or Enter, with LT/RT or Z/C
for tabs; lists remember the row the focus left. Typing in a text box
or recording a bind takes the keyboard and controller for that long,
as chat does. Nothing is taken while the game is not the window in
front, and the overlay's own menu draws on top.
Layout follows the game's menu at any window shape: scaled to fit
whole, 192 units clear at the sides, centred past 4704 units wide.
Sounds: the pages raise the game's own UI one-shot event for moving
the focus, pressing and changing tab.
As in skate. 3: when the local skater bails, the bones it hurt show over
the world through the body, yellow where a hit bruised one and red where
one broke it, with the bail's Meat card in the bottom left corner in the
place of skate.'s own HUD there: its time, hits (head hits double,
vehicles half again), broken bones, road rash, airtime, fall, top speed
and rotations, each scoring, and the map's best. A bone breaking pulses
the screen's edges red and, in single player, slows the game down a
moment. Off until switched on, as in skate.: in skate.'s menu (Custom
Stuff > Player) or with `hallofmeat 0|1`, saved with the profile.
Everything it draws is skate.'s own, read from the installed game: its
skeleton mesh (the Dem Bones costume) posed with the renderer's own
skinning matrices, its scoring icons, the THRASHER wordmark and its UI
brush strokes. Nothing is shipped.
How it works: No Bail already hooks the skeleton response, which runs
once a physics step right after the body contacts; it now hands that step
on, with the local skater it follows, but only while Hall of Meat is on.
Each step reads what every ragdoll body hit and how hard, and whether the
skater is a ragdoll; the bail runs on the game's own clock so slow motion
measures what the body did. The feature's own hooks, on the renderer's
skinned draw packets and main view and on the UI model's write, are
prepared at startup and switched on only with the feature, and off again
once the HUD corner and the game's speed are given back: switched off, the
game never calls them and the physics step pays nothing. The skeleton mesh
is read the first time it is on; only the images are read at startup,
since the overlay builds its atlas once. The renderer's picture of the
skater is read only while a bail shows. The menu's switch reads the
overlay model like the others. Every address is in the build table with a
fingerprint checked before use. Extension/HallOfMeat/README.md describes
the parts; its tests build with DINGOSDK_BUILD_HALL_OF_MEAT_TESTS.
The slow motion changes SimulationTime's rate, frame cap and time scale as
a session override and steps the local skater along, since skate. sets a
skater's step only when it builds its core. It runs the same at every
break, but never faster than the game ran: with the trainer's game speed
below 1 it only takes the part that is slower still. Afterwards it writes
back what it found, each setting only while it still holds what the slow
motion wrote, so the trainer's speed comes back as it was; a setting
changed from elsewhere meanwhile is left as it is and ends that slow
motion. named_setting_value reads a setting's value for it.
Tuned in play: a bruise from 7 m/s and a break from 12 m/s along the
contact normal (raised twice: a hard fall on flat ground broke bones), a
break worth ten of the lightest hits (a heavy bail's hits and breaks
outweighed the rest of the card) and a fall half of skate. 3's rate.
Fix: the overlay now draws in the back buffer's pixels, not the window's,
so it lines up on displays Windows scales (1920x1080 borderless on 4K).
The skater's render hooks, its skeleton and its body maps were first
found by gBGYo's ReSkate fork (github.com/gBGYo/ReSkate).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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
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)
- 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)
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
Each built its text with path::string(), which throws for a character outside the ANSI code page, so the real error or message was replaced by a code-page error.
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.
In offline mode, closing the pause menu on Social or Custom Stuff and
opening it again showed an empty Social page, and Back did nothing until
the player switched tabs. The game reopens the page at the last position
in its own tab list (Social at position 4, the Store at position 3)
before insert() swaps the Store for Custom Stuff. Offline that swap
leaves the tab count at 5, so the menu never redraws the page.
Keep a copy of the Store tab last for a moment so the count changes and
the right page is drawn, then drop it again (trim_store). Online, and
reopening on Map, Hub or Skaters, nothing changes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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.