11 Commits
Author SHA1 Message Date
AyeZeeBB 675ad087f2 Official mods: each can be turned off in the launcher, and then the game leaves it and its feature out
The OFFICIAL tab has an on/off switch on each mod's card, with an OFF pill
while it is off. The list of those turned off is
Mods/.reskate-official/official-off.txt, one folder name a line, which the
launcher's sync never removes. A mod turned off stays downloaded and kept
up to date, but official_packs() leaves it out, so nothing merges it, no
deck comes from it and the in-game Mods page does not list it.

Board Break and Road Rash do not start while their official mod is off,
and say so in the log. The menu model carries that as `off`, and the side
rail, the addon tabs and tiles, the home tiles, the pause menu's settings
and the native tools menu leave them out without a gap. category_tabs
takes a list built at run time for that.

Tests: an official mod turned off stays in place and is left out, comes
back when turned on, and only a plain folder name is written.
2026-10-17 20:55:52 -05:00
AyeZeeBB ba1245a5af Menu: the window's side rail lists every addon in EXTRAS, with no ADDONS overview page
The window listed one ADDONS row that opened an overview of tiles, and showed the addons under it
only while that page was open. EXTRAS now lists Drone, Board Break, Road Rash, Hall of Meat, Grind
Exits and Music as rows of their own, always; a window left on the overview (switched from full
screen on ALL ADDONS) shows Drone. Every row of the rail is as tall as fits it without scrolling,
from 28 to 36. Full screen keeps its ADDONS page and ALL ADDONS tab.
2026-10-17 14:47:35 -05:00
AyeZeeBB 4c07f2493b Menu: a full screen layout for controllers beside the window, and the pages regrouped
The ReSkate menu now has two styles, switched with View / F11 or the buttons in its top bar
and saved with the profile (`ui fullscreen`):
- Window: the mouse menu as before, with a side rail of pages in groups.
- Full screen: made for a controller, in the pause menu's look. Pages across the top (LB / RB),
  each page's sections as the ONLINE page's tabs (LT / RT), button prompts at the bottom, the
  pause menu's sounds, and the pause menu's own Multiplayer pages as ONLINE.

The pages are regrouped: HOME (quick switches and a tile for each page), MAP, BUILD, SKATER
(freecam, first person, cheats), SANDBOX (once Trainer), ADDONS (drone, Board Break, Road
Rash, Hall of Meat, grind exits, music), ONLINE, PROGRESS, MODS, SETTINGS, DEVELOPER.

Full screen, every shared control is drawn for a pad: switches and option rows changed with
left / right one step a press, sliders as steppers that repeat when held, rows of buttons,
and pages that scroll with the right stick. Search boxes and typed values stay in the window.
A pad press takes the menu's focus back and hides the pointer until the mouse moves.

Also: map pictures in the map picker (official loading screens, a mod's icon) with a search
box in the window, Splash and Tutorial Island left out of it; number boxes beside the
window's sliders; the binds in groups, with an action bind to open the menu (`menu`); a menu
size for each style (`ui scalefull`); the time of day stepping from the one last asked for.
2026-10-16 23:37:33 -05:00
AldoandClaude Opus 5.5 76c0fd0903 Drone: settings move into the ReSkate menu (DRONE page)
The drone's own floating window becomes a DRONE page in the ReSkate menu
(Insert), after TRAINER, built from the menu's cards, ON/OFF rows, fields
and option strips like every other page. Its tabs are the window's:
FLY, HANDLING, RATES, DISPLAY, CONTROLLER and LOBBY. `dronemenu` now opens
the menu on that page.

The FLY tab ends with a small credit line.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MArBL6UbYZPsp9rMnq2Ks5
2026-10-14 13:33:52 +01:00
AyeZeeBB 86aa8d38fb Music: local files, online radio, equaliser, queue, and a Music page in the menu
Sources
- Local Files: add a folder of music from the setup page (MP3, M4A, AAC, Ogg,
  FLAC, WAV; up to 200 songs a folder, 12 folders). Names and covers come from
  the files' tags. Each folder is a tile in its own row.
- Online Radio: find stations by name (radio-browser.info) or add a stream's
  address (MP3, AAC, .pls, .m3u; no HLS). Each station is a tile in its own
  row; the track name follows what the station sends. Up to 24.
- Both are decoded by the library built into the DLL (SpotifyHelper), which
  now plays files and HTTP streams as well as a program's output, reads tags
  and embedded pictures, and accepts MPEG-2 ADTS from AAC stations.

Sound
- Five-band equaliser (60 Hz, 250 Hz, 1 kHz, 4 kHz, 12 kHz) and loudness
  levelling, applied to every source on its way into the game.
- Loudness, the speakers option, the equaliser and levelling are now kept in
  music-settings.json between sessions.

Setup page
- Remade in the mod's own colours and type, with numbered steps per source.
- Queue pinned to the right: now playing, the playlist's songs with covers,
  find, and press to jump. Spotify's own queue shows once signed in.
- Cards for Local files and Online radio; equaliser and levelling under Sound.

In game
- MUSIC page in the menu: player and queue, sound settings, source status and
  a button for the setup page.
- "Loading song..." notice in the corner for songs that take a moment, with a
  switch to hide it. Presses made while a song is loading no longer restart it.
- The Spotify row is hidden when Spotify is not in use.
- Console: "spotify ..." is now "music ..." (music, music setup, music gain,
  music through, music spotify client|login|logout).

Logs
- The music sources' working lines (traces, per-song and per-bind lines,
  librespot's own) are debug only; stack captures are skipped unless debug
  logging is on. Grind exits: the per-pop line is debug only too.
- A "Pace:" line when the game takes the sound faster or slower than real
  time, to find why music sounds fast after tabbing back in.

Chat filter
- A run of digits is a number, not a word spelled with look-alikes: a race
  time such as 2:55.0 is no longer masked.
2026-10-12 16:03:35 -05:00
Belcross 837bea4c40 Grind exit triggers: pick the grind exit side with LT / RT
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.
2026-10-12 19:33:50 +01:00
Fourth Studio 0c8add27a4 Board Break: a button for each deck in the overlay
The deck was only stepped through, one press for the next one. The overlay
now has a card BOARD BREAK DECK with a button for each deck: on the Mods page
above the installed mods, and under the feature's switch on the Skater page.
A deck that is not installed is greyed out, the one in the game is marked, and
a press asks for that deck by name: the mods are applied and the level loads
again with it.
2026-10-12 01:10:33 +02:00
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 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
andrewnakasandClaude Opus 5.5 8eedd0a5c4 Add the ReSkate Trainer: a TRAINER page with live physics tuning, presets, practice tools and jump telemetry
All new code is in Extension/Trainer. The game thread owns the trainer's state; the menu
page only queues `trainer ...` console commands and reads two snapshots.

- physics_tuning_model keeps the field and curve names the game's EBX carries, so the
  editable table is built at run time from the player's own data.
- physics_tuning exports game_tuning / read_live / write_live / refresh_skater, with the
  same field whitelist and curve rules as the session sync.
- no_bail publishes the physics state the local skater's selector last chose (air time,
  wipeouts).
- A guest under host tuning cannot edit; teleports follow the host's noclip permission.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-03 09:49:58 -06:00
AyeZeeBB ca1d82f636 1.0.0 Release! 2026-10-02 14:40:41 -05:00