Each part of the local board (deck, grip, trucks, wheels) has a material instance with a few
shader values of its own, found in the running game. reskate.board.parameters lists them by key
and type. set_parameter holds a colour or a number there each tick, published until it shows, and
the board's own value comes back when the plugin lets go or stops. Integers and switches pick how
the board is drawn, the store's foil looks among them, so plugins only read those. Only your own
screen changes.
PR 343's Filmer becomes a Luau plugin mod (kept in contrib/plugins/filmer) on general APIs instead of
its own C++:
- reskate.skater.carry: something held out in one or both hands and aimed, the body crouched (feet
kept) and hunched over it, turned on the spot after it (Extension/Skater/carry.cpp, from the PR's
filmer_hold.cpp, with tests)
- shown = "everyone" | "others" | "me" on skater.pose, reach and carry: the pose sent to the other
players and the one drawn here are split when asked
- reskate.camera.cycle and the camera_cycle event: a plugin's camera as the last step of the camera
height button's cycle, after first person
- reskate.session.nametags(false) holds the names over the other players off
- board.hide(bone, {others = true}) hides it in the board the others are sent too (a sent-pose filter)
- outfit.set takes hand wear slots; input.bind takes an action with no key of its own
- reskate.entities.blueprints lists the game's object blueprints (meshes only if asked),
and reskate.entities.bounds gives a blueprint's box, so a mod can pick a prop by list or at random
- Attached objects take upright, turn and ground (a floor found within reach below), the "root"
joint, and a 6th options argument with solid; spawned props' bodies are found and ghosted
- reskate.skater.hide, reskate.world.pick, and skater.get gives right and switch
- reskate.console.command takes an optional 4th table of subcommands; the console lookup
suggests plugin commands word by word, and plugin commands lists the subcommands
- objbody: a test command for finding which body setter takes a prop out of collision
The SDK knew grind exits: reskate.skater.grind_exit took a toe/heel/left/right wish, and C++ worked
out the rail's direction, toe and heel from the stance and facing, the 1.8 m/s and the strength.
That logic is now the grind-exits mod's own Lua (plugin/exits.lua, kept on this machine). What has
to run on the physics thread is general:
- Extension/Skater/launches: every launch of the local skater (ollie, grind, no_comply, boneless),
classified by its call site and the state before it, with the board's direction of travel; the
`launch` event for plugins with events.skater; reskate.skater.shape_launch(from, {across, along,
up}) sets those speeds against the travel, one plugin a kind.
- reskate.skater.get() gains `right` (the root's right axis) and `switch` (the game's stance flag).
- Extension/Skater/pad_hide: reskate.input.hide's pad filter, out of the old grind exit file.
Removed: reskate.skater.grind_exit, the grind_exit event, GrindExitWish and GrindPop.
Physics state 701 is a grind too (the game checks it with 400 in about a dozen places; the
2026-10-11 measurement only reached the 400s): pops out of it were dropped, and skater_state called
it "other". Launches, skater_state ("grinding") and the trainer's grind pop all count it now.
Tests: the grind-exits plugin test drives the new path (11 checks of its own).
The release script's Linux step failed: dingosdk_server_park_tests and dingosdk_server_lock_tests
build server_host.cpp and server_commands.cpp, which call ServerPlugins since the server Lua API,
without server_plugins.cpp or dingosdk_plugins. Both have them now; the 18 Linux tests pass.
MSVC compiles with /MP instead of /MP4, so a project uses every core rather than four (the
release build's clean ReSkate.dll was the slow part).
A user-wide "vcpkg integrate install" ran its DLL copy after every link with PowerShell 7
("'pwsh.exe' is not recognized"); ReSkate uses no vcpkg packages, and the projects now leave it
out (VCPkgLocalAppDataDisabled).
The launcher lists San Vansterdam, the game's other maps and the custom maps of the mods that
load (start_maps.h), keeps the choice with its settings and starts the game in it, as its -map
does: a "load" at the front of the startup commands. A map no longer listed when the world can
load it (a map mod switched off or left out of the merge) is dropped after 20 s, and the game stays
in San Vansterdam. A launcher kept open no longer adds a launch's map to the last one's commands.
Tests: Launcher/Test/start_maps_tests.cpp.
The game's skater loader builds each recipe slot with that slot's own function, which puts the
item's appearance preset on a material named for the slot's kind ("Outfit_Top_mat"). An item worn
on top sits in another kind's slot, so its mesh found nothing under its own material ("Bottom_mat")
and drew white. The preset lookup guard's addEsShaderPreset hook now also puts the preset of an item
on top on its own kind's material (layer_materials.h: which presets those are, from each item's
catalog folder and AssetPaths; the five native functions checked by their first bytes).
The outfit service logs what goes on top and where, the slot trials, why an item is not worn and
what it waits for.
Now that features are Luau plugins, nothing needs mods of ReSkate's own:
- The OFFICIAL tab and its rail tile are gone, with Launcher/official_mods (the backend's list, the
install, update and sync, and Play's wait for them).
- GET MODS lists and updates Board Break, Road Rash and the rest like any other package, and MY
MODS no longer marks them Official or keeps them out of UPDATE ALL.
- The merge may leave one out over a conflict like any other mod; the version stamp, the on/off
helpers and the move out of the old .reskate-official folder are gone from builtin_packs.
- Installed copies stay in Mods as ordinary mods. The retired first Board Break is still left out.
Resolved where main's trainer meets the plugin branch:
- Board Break, the drone, Road Rash, Hall of Meat and Grind Exits are plugins here, so their
built-in code stays deleted: the trainer no longer hands Board Break's wear values back (the
plugin does not tune physics), its QUICK SETTINGS list no longer names Grind Exits or Board
Break, and the drone's debug action and menu are not brought back.
- The trainer's pump power, gravity, revert boost and transition help run beside the plugins'
pushes and velocities on each physics step; both sides' new declarations are kept.
- The game's own pad reads go through game_pad_read (the gamepad filter, Dark Pop's D-pad hiding,
the grind sticks) and then the plugin branch's menu and hidden-button handling.
- The trainer's forced grind settings are noted as the stance like any other value.
From 2.1.1's Sentry reports (60,000 in three days, 2026-10-21):
- Textures: a stale render texture handle takes the game's default texture instead of reading
through null (Skate.exe+0x3e897fb, a third of all reports, every one with TheVlixOne-Nike_Pack 2.3.x).
- Physics: the wake pass's bitset is made as long as the world's owner list once indices pass
20000, after long multiplayer sessions (+0x3d99e2f, +0x3d9ee43, +0x3d9ee47).
- Music: more than 1024 candidates are picked by ReSkate; the game's shuffle wrote past its stack table.
- Streaming: a staged read's piece that reaches past its 64 KB buffer is left unfilled (VCRUNTIME memcpy).
- Multiplayer: a remote skater or board whose parent bus link is damaged is left alive instead of
destroyed (+0x2b94cd0).
- Mesh pool: on an integrated GPU its budget is capped by the RAM and page file free; the Memory
line says what the PC has left.
Launcher:
- A folder with non-ASCII letters is a hard stop (the boot crash +0x18df4cf came after "Start anyway").
- The game's data files are checked against the supported build's sizes (from Steam's manifest);
missing, cut-short or online-only files send the player to verifying.
- One game per folder: the launcher will not merge or start while one runs there, and ReSkate.dll
holds the folder's mutex.
- Advice on the ready screen for PCs short of RAM and page file; reports carry pc.ram_gb and
pc.commit_free_gb.
Stuck loads:
- A load in one stage for two minutes sends a stuck-load report (every thread's stack and the log,
error.type stall, load.stage, load.seconds) while the game goes on (crash protocol 6).
- A load the player closes sends its timing with the stage it was in.
Logs: the PanelTrace diagnostics and the neighborhood unlock override's observation lines are gone.
Pull request 326 split into general plugin APIs and contrib/plugins/fit-check:
- reskate.capture (start, stop, discard, state, compare, kept, save): the screen
recorded before the overlay draws, cut out by the game's depth or by colour,
saved as GIF, APNG, PNG or WebM with an optional card; the "capture" permission.
- reskate.room.turn: a stand-in pad's stick held over to turn the menu's preview.
- reskate.menu.game and reskate.menu.grid: what the game's menu and its item grid show.
- reskate.outfit.worn, board and title: what the skater wears, by name.
- reskate.files.reveal: a data folder opened in Explorer.
The plugin finds where the turn comes round, eases the stick off, picks evenly
spaced frames and saves them with the board's parts or the outfit on the card.
- reskate.animation.game_clips lists the game's animations and "game:<name>" plays one: the
skater's Eclipse clips decoded from its data (Extension/AnimationStudio/game_clips, ported from
ReSkate Studio's animation export), matching make_trick_library.py's clips.
- reskate.animation.play's floor stands a clip on the floor where the skater is, its board's lowest
point on it, as the pull request's studio did; the game's trick clips no longer sink.
- Animator Studio lists the game's tricks from its data; the Python tools are gone.
- reskate.room.open, leave and state, with the room permission: ReSkate walks the game's menu to the Skaters page (its navigation events and RB on an internal scripted pad, as PR 297 and PR 230 did), draws the local skater on the room's floor and hides the room's own skater and board; other players are not sent the room. Extension/World/character_room, the room placement and hiding in skater_animation, and post_native_ui_event made general.
- reskate.input.text: what is typed while the plugin's screen is open; while it types, Esc is the plugin's.
- Animator Studio opens in its room (the Studio room setting, as the PR's), under its loading screen, or where the skater is when the walk fails; its card's name, trick and numbers are typed into in place.
- reskate.input.hide hides the right stick and the stick clicks, and reskate.input.mouse reads the mouse's movement and wheel.
- reskate.skater.cruise: cruise control up to a speed, optionally easing down to it.
- reskate.skater.reach and hand: an arm reaching for a point (two-bone IK, Extension/Skater/arm_reach), in the pose drawn and sent, and where a hand joint is.
- reskate.entities.set's attach: an object kept on a joint of your skater or another player's, moved every frame.
- reskate.screen.look and slap: the Filmer branch's VX1000 post-process as a fixed-parameter camcorder look drawn by the overlay.
Two general trick APIs on the hooks TheRealEJR found for his Rock to Fakie mod (pull request 285):
- tricks.label(from, to) ("hud"): the trick ticker shows `to` where the game's label is exactly
`from`, on the ticker's own call route and in its own buffer only, when it has room; 16 labels a
plugin, given back when it stops.
- tricks.record_as(from, to, within_ms) ("skater.control"): the next trick the recorder gets whose
id is one of `from`, within the window, is recorded as `to`, through a changed copy of the packet.
One ask a plugin, used once; refused while a throwdown runs, as trick replacements are.
The hooks pass everything on unchanged while no plugin asks.
contrib/plugins/rock-to-fakie is his feature in Lua: while the physics state holds a stall (400 or
401) the ticker shows Rock to Fakie for a Board Stall or a Lip Stall, and B pressed in it asks that
the stall be recorded as the game's fakie_rock (187). Off until `rocktofakie on`. Checked in the
plugin tests, with the new functions' permissions.
A mod's reskate-plugin.json can declare "variants" {folder, order, displaces}: each <folder>/<name>/
is a variant, the one chosen (else the first of its order) loads, and every other mod whose layout
lists a displaced bundle is set aside for the run. Choices are kept in
%LOCALAPPDATA%\ReSkate\variants.json. Plugins read and choose their own mod's variants with
reskate.package.variants and reskate.package.choose (permission "variants"), and fit every board
for a deck that is not the game's own with reskate.board.fit {plates, axle}.
The board-break plugin, which ships inside the Board Break deck pack, declares the pack's decks as
variants, picks the deck on its own page and with `boardbreak deck`, reads each deck.ini and fits
the boards. Gone from the SDK: breakable_deck, the deck catalog, the MODS page's deck card, the
boarddeck command and the Board_Break_<Name> folder naming.
Plugins register modes (card, replaces, order, flag, players) and publish documents through
reskate.throwdowns.ui: the setup page, the waiting card, HUD slots themed on the game's HUD_<theme>_*
widgets, the match panel, flags and match restrictions. SmokeyDawg58's native plumbing
(throwdown_menu.cpp and its .inl files) renders them and posts throwdown_ui events back. kit::flag
is the one native flag registration. General services added for it: reskate.files, reskate.ui.dialog,
reskate.skater push/hold/bone_cam, reskate.camera.pad_flight, reskate.physics competition,
reskate.session.world, reskate.tricks feed/gesture, and world entities.
His ten modes are now Lua in his plugin: the rules, referee and wire (td/rules, referee, wire), and
every page and HUD document (td/ui*.lua). Extension/Modes and reskate.modes are gone, along with
every race and 1-UP branch in the SDK. The plugin test drives each mode through kit events.
A native setup page is never written to while it closes into flag placement: its rows are not
republished, the stock page is put back once the exit is over, and the stock Players slider is left
alone while a plugin flag is out. This fixes the crashes on the Deathrace button and on 1-UP's
Confirm.
reskate.throwdowns.mode{...} adds a mode to the game's own Throwdowns page: a card on
the picker, the real Spot Battle setup page relabelled with the mode's name, logo,
description, players, timer and rows (sliders, choices, buttons), and the native start
flag. The plugin hears throwdown_mode events (opened, setting, button, placed with the
flag's position and heading, start, leave, cancelled) and runs the mode itself;
release_flag takes the flag down. The flag's queue never starts a Spot Battle: its
waiting card's Start goes to the plugin, MaxPlayers is held at 10 and it is never
relayed as a drop. After SmokeyDawg58's one_up_menu and one_up_placement
(reskate-custom-mods), generalised over a mode registry.
The page is his 4-column logo grid whether or not a plugin has a mode. Its widgets and
grid records, and the game assets it uses that only some levels load, ship in
ReSkate.dll as the throwdown_menu built-in pack, taken from his asset mod's FBMOD
(dingosdk_ebx_pick trims the asset list in place). A mode's logo is a texture path in
its own mod, so no mod edits the shared list. The FPV drone is no longer a built-in pack.
Native menu data: text initialization, change-only writes, retained array publication,
owned-model rollback. Tests: registry and setup helpers, the plugin API, a test plugin
with two modes.
Hall of Meat (contrib/plugins/hall-of-meat) and grind exit triggers
(contrib/plugins/grind-exits) are Lua plugins: the bail model, its Meat card,
each map's best, the trigger rules, settings, console commands and menu panels
are theirs, with their own checks that dingosdk_plugin_tests runs.
What has to run in the game stays in core as plugin services:
- every physics step of the skater (skater_physics, the physics_step event,
permission events.physics);
- the skater's x-ray (xray, xray_render, xray_skeleton; reskate.skater.xray and
the draw handler's d:skeleton);
- skate.'s bottom left HUD corner (hud_corner; reskate.hud.corner);
- the game's slow motion, never in a session (game_speed; reskate.time.slow and
speed, permission game.speed);
- the side of the next pop out of a grind and pad controls kept from the game
(grind_exit; reskate.skater.grind_exit, the grind_exit event, reskate.input.hide);
- skate.'s own pictures by name (game_images; d:game_image), d:gradient and a
font for drawn text.
Removed: Extension/HallOfMeat, grind_exit_control and its commands, the HALL OF
MEAT and GRIND EXITS add-on pages, home tile, hub and native menu rows, their
menu models, and the hallofmeat and grindexit built-in commands.
The three features are Lua plugins in contrib/plugins (fpv-drone, board-break,
road-rash), built on what this adds to the plugin API: flight input, gamepad and
joystick reads with input capture, a rolled camera, a package's own sounds and a
synthesised motor (plugin_sound, plugin_wave, motor_synth), the skater's physics
events (skater_events), items worn over the outfit (outfit_overlay, skater_items),
the board's bones (board_pose), skater animation (anim_core), plugin images,
throwdowns started for chosen players, and server copies of plugins on a lobby
host and the dedicated server (server_plugins).
Removed from core: Extension/RoadRash, Extension/BoardBreak, the drone's flight,
radio, follow, OSD, beacon, outfit and sound code, its prop models (native_prop),
the DRONE, BOARD BREAK and ROAD RASH menu pages, home tiles and native menu rows,
their console commands, the drone follow debug action, the drone marker packet
(kind 36 stays unused; the roster keeps its byte) and the server's drones setting.
Kept in core, since every board needs it whichever plugins run: the breakable
deck packs (breakable_deck: which deck, its label and wheel spacing, the
boarddeck command and the BREAKABLE DECK card on the Mods page), and board_pose
keeping a deck pack's stretches out of sight, the baseplates on the deck and the
wheels at the deck's spacing on every board.
- Skater: skater.state() and the skater_state and bail events (events.skater); noclip and boosts
through the console's own queue, under the host's rules (skater.control); a save point of the
plugin's own (trainer); the game's HUD hidden while any plugin asks (hud).
- World: park editor objects listed, placed, moved and removed through the editor's own edits and
the session's object rules (world.objects); time of day, world controls and park rotation as
the World menu sets them, refused where the host chooses (world.environment); fast travel and
levels, refused for guests (travel); AI skaters, outside sessions only (world.ai).
- Session: other players' skaters as last heard (session.skaters, a feed the session publishes
each frame, plugin_session_feed.h); a plugin's tag above a player's nametag (session.nametags);
voice volume (voice.control); chat lines as events (chat.read) and sending one, one every 3 s
(chat.send); throwdown state and events (throwdowns).
- Music from outside players (music), progress (progression.read) and game settings
(settings.read), read only; named actions on keys or pad combos, pressed while the game has the
input (input); full-screen screens with the input, closed by Esc (ui.screen).
- Libraries and events between plugins: expose, require_plugin, emit, on_plugin; plain data is
copied across VMs and a plugin in a call cannot be called back into.
- net.http: HTTPS to the hosts reskate-plugin.json's new "domains" lists; no redirects, cookies
or Windows sign-in; private and local addresses refused; 10 a minute, 4 waiting, 1 MB back.
- Left for engine work (listed in the design doc): respawn and freeze, manuals, the camera, trick
animations, replays, starting throwdowns, the game's own soundtrack, overlay images, rebinding
plugin keys in the Binds page, local-only chat lines.
- reskate-test has a wider module (ptest noclip, boost, hidehud, object, night, day, ai, screen,
bind, music, chat, web by hand); reskate-hostile has chat-spam, edit-spam, travel-spam,
web-elsewhere, bind-spam and screen-loop.
All host tests pass; not yet tried in game.
- overlay: reskate.on("draw", function(d) ...) each tick, with text, rect, line, circle, poly
and world_text, world_line, world_circle (projected through the camera as the frame draws),
size and world_to_screen; 4000 shapes a frame. reskate.ui.toast through ReSkate's notices, three
in 5 s. Images are left for later: they need texture slots in the overlay's renderer.
- menu: reskate.menu.panel(title, build) on a new PLUGINS tab of the ADDONS page, with heading,
label, separator, button, toggle, slider and dropdown, built ten times a second while it shows.
- audio.ui: the game's menu sounds by name, ten a second. mods.read: installed(name) and list(),
from the discovery thread's scan.
- session.read: active, is_dedicated, players, me, host, and player_joined / player_left.
net.session: send(to, message) to the same plugin on other games (by its manifest.json name) in
the session's throwdown packets, tagged 0xD1 (plugin_wire.h); 4 KB each, 16 KB a second.
- The overlay and the host share plugin_ui.h (shapes, panels, actions) and plugin_camera.h.
- Fixed: the overlay asked ImGui for the window's size before its context existed, which crashed
on the first frames; it now reads the size from the context.
- reskate-test has overlay (ptest hud), menu, audio, mods and session (ptest ping) modules;
reskate-hostile has draw-flood, toast-spam, sound-spam, message-flood and panel-loop.
Checked in game: ptest all 62 passed, 0 failed; the test HUD, the PLUGINS tab and its panel; every
hostile attack stopped or refused, trick-loop and panel-loop included. Not yet: ptest ping with a
second player.
- contrib/plugins/reskate-test calls every plugin API and says what worked: ptest all, ptest
<module>, ptest list. Its 45 checks cover the base set, timers, the level, package files, JSON,
require, the console, storage and the sandbox. It is the example to copy for a plugin.
- contrib/plugins/reskate-hostile attacks the sandbox, one attack per command (hostile list):
loops, memory and buffer bombs, caught errors, error and log floods, timers, recursion, an
unload that never ends, and 17 ways out. Each must end stopped or refused.
- dingosdk_plugin_tests runs both from the repository: every reskate-test check passes, and every
hostile attack is stopped or refused with nothing escaping.
- Taken from Domination (PR 279) for the plugin API to use: the trick watch (when a trick starts,
lands and what it scored, or a slam breaks it; Domination's spots left out) in
Extension/Skater/trick_watch.h with its tests, the score HUD reader in score_hud.h, and
teleport_local_skater_heading, whose hunks are the PR's own. Neither is wired to anything yet.
A mod with a reskate-plugin.json is a plugin: Luau scripts that run in their own VM, with only
the reskate API ReSkate registers for them. Luau 0.741 is vendored in External/luau (the VM and
compiler only: no native code generation, no loadstring, io or C modules).
- Limits: 64 MB of memory, 50 ms a call, 2 ms a tick on average (over it for 3 s stops it),
more than 5 errors in 10 s stops it, 50 log lines a second. A plugin over a limit cannot catch
it in a pcall and carry on.
- API: reskate.log, on (load, unload, tick, level_loaded, level_unloading), timers, the level,
its own package's files and JSON, require inside the package; console.command and print
("console"); storage get, set, add and keys ("storage"), 1 MB in
%LOCALAPPDATA%\ReSkate\Plugins\<mod>\storage.json.
- Found every 2 s among the mods mods.json leaves on: switching a mod, or changing a plugin's
files, loads, unloads or reloads it without a restart. A package holding a program is refused.
- plugin list, commands, reload, off and on in the console. A plugin cannot take a name of
ReSkate's own commands.
- Tests: DINGOSDK_BUILD_PLUGIN_TESTS, including plugins written to break the sandbox.
MY MODS: a table with an animated drag for the load order, a conflicts bar with Check conflicts, and a Resolve popup whose choices are kept. The check runs at startup and after changes; conflicts no longer show as problems, block Play, or hold mod files during an update.
Conflicts: only game EBX that cannot be combined, or Lua scripts with different versions; colourways and same-name additions are not conflicts.
Official mods: installed in Mods/<Namespace-Name> and turned on or off through mods.json, so they show in MY MODS; the old .reskate-official folder is moved over.
Merge: a scan cache (Mods/.reskate-scan.txt) keeps each unchanged mod's repair, mesh and texture scans, so big maps are not re-read every merge.
Launcher: an announcement from the backend shows under STATUS, with HIDE.
Where two mods change one of the game's assets in ways that cannot both be
in the game (a resource or chunk changed differently, an EBX whose changes
cannot be combined, different assets added under one name), the one lower
in the load order is left out whole, so neither loads half its changes.
The merge used to keep the higher copy of each asset and lose the rest of
the lower mod's change silently, which broke Skaterize beside deckorate.
A check before the merge (find_conflicts) reads only the bundles two or
more mods ship and applies the merge's rule: about 2 s for 296 mods, on
several threads, each mod's copy of a bundle by itself. When it finds
conflicts nothing is built, the catalog leaves the losing mods out and
merges once. The merge keeps its own check behind it, tracking per asset
the last change a mod made itself, so a change carried through other mods'
copies is still caught. A conflict is remembered in .reskate-excluded.json
with the mod it lost to, and stays out while both are unchanged and the
winner still loads above it.
The launcher says "Checking the mods" and "Checking the mods for
conflicts" during those steps. Its mod problems screen says MOD CONFLICT
when that is all there is, and the Mod Manager shows a CONFLICT badge, an
N CONFLICTS banner, a Conflicts filter and, on the mod, which mod it lost
to and how to load it instead.
The trainer keeps upstream's page and naming (SANDBOX; noclip, No Bail and
the boosts on Skater > Cheats; the full screen controller menu) with its own
TUNE sections, presets card and search inside. The MOVEMENT tab is gone:
`trainer open movement` opens Skater > Cheats, where the Revert Boost rows
now sit. Upstream's Hardcore preset sits beside Realistic; saving
trainer.json and reading the map file stay off the client thread.
Board Break's wear and the trainer no longer undo each other: wear writes
four tuning values itself, and every trainer write used to put them back to
the trainer's copy (and a level loaded on a worn board took them as stock).
board_break::handling_value() tells the trainer what wear wants; values the
player has not changed are handed back to it, their stock is the game's own.
Tests: Hardcore's check follows the sections (topic, not the old lists);
the session test pokes a flip speed past the trainer's own limit (100).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Both documents come from the ReSkate backend (GET /api/v1/legal/privacy and /terms, edited on its
Legal page), so a change reaches players without a release. Settings has a button for each, opening
a panel like the changelogs': title, version and date, the Markdown drawn as the README viewer draws
it, and a switch to the other one.
Each launch looks up the current versions (GET /api/v1/legal) in the background. One newer than
the player agreed to, or none agreed to yet, puts up an agreement over the home screen: a short
summary, a way into each document, QUIT and I AGREE, which saves the versions agreed to
(accepted_privacy_version, accepted_terms_version in the launcher's settings). A backend that
cannot be reached holds nobody up. Launches that skip the window (--no-gui, Discord joins) are
not asked.
The merge measures each custom map's own meshes, every level of detail of every MeshSet in its
level bundles, into Mods/.reskate/reskate-map-meshes.json. A custom map's mesh streaming pool is
the game's 520 MB and half as much again as those meshes, at most half the video memory free (as
before): most maps have 25 to 70 MB of meshes and reserved 1 to 2 GB for them. When the map needs
more than the card has room for, Mesh.GlobalLodScale goes from the quality preset's 1.25 or 1.5
to 1, so coarser levels take over nearer; the game's value comes back for the next map that fits.
A map's world textures (texture group Worlds_*) flagged to stream that keep every mip with the
bundle, as an older Studio built them (404 MB of PQS Cordoba's), are made to stream as the game's
own do: the bundle keeps the mip tail from a 64 KB block, both first-mip fields of the header and
the chunk record say so, and the sharper mips stream from the chunk the map's TOC lists in full.
Only in a map's own level bundles (Studio keeps cosmetics whole; changing those left a load at
Starting server), and only for chunks whose guid marks them compressed (the streamer reads any
other as raw pixels and copied past what it read).
Master Chief and TASM2 Spider-Man ship appearance presets whose EBX lists a type reference on the
slot of an import, which the game's load reads as a type index and crashes on (Skate.exe+0x3def285
and +0x3def262 in Sentry). The merge now checks every mod's own EBX, including bundles it would pass
through whole, and takes such entries (or a repeated one) out of the copy in the merged patch and of
the copies carried into other mods' bundles; the mod's original still feeds any combine, and the
merge notes say how many per mod and bundle. The check reads only the fixup lists.
A material lookup row pointing past the shader programs the game ships is left out of the merged
lookup, with a note, instead of reaching the shader registry. Tests for both.
The shader expression registry registers a database from a queued job, and builds its per-key item
lists from the database's lookup without a bounds check. A database destroyed before its job ran,
or a lookup index past its items, left the registry holding pointers that crash it later
(Skate.exe+0x3f7cf33, +0x3f7ceed, +0x20960b in Sentry). The guard skips a registration for a
database already destroyed and points an out-of-range index at a valid item of the same key,
logging each.
A mod's item (or one of the game's own a mod changes) keeps three empty description lines, so
the game's item card, which grows upward from a fixed bottom edge, always has room in the same
place; the overlay draws the mod there: its icon (decoded off the render thread into a fourth
texture slot, the last 32 kept), a MOD or CHANGED BY MOD tag, its name, author, version and how
many items it has. The card is placed as the game places its own, measured at many window sizes:
by the smaller of its scales, a 21:9 frame centred on wider screens (the search bar follows it
too). The warning sign the game's focus script gives any description is taken off that notice
each tick while it shows the reserved lines.
The merge's item list records each mod's version and folder (an older list falls back to the mods
loaded at launch). The item grids now run every client tick instead of at the 500 ms
customization pace, follow the highlight between their 40 ms passes, and let go of a grid as soon
as its screen closes, so the card, the search bar and favorites keep up with the player.
The merge keeps the items the store-copy check reads in every mod and writes them to
Mods/.reskate/reskate-items.json (highest priority first, so an item two mods ship is the one
whose copy the game uses); a live merge keeps the entries of the mods it did not read again, and a
patch built before the file existed is built again once. The game reads it when it builds its
item catalogue: an item a mod adds says "From: <mod> by <author>" under its name, one of the
game's own that a mod changes "Changed by <mod>", unless it has a description of its own.
The game plays the replay camera's framing keys as cubic Hermite segments whose speed changes at
every key (the acceleration jumps there, and it brakes where a channel slows or turns back), so a
free-camera shot surges and settles around each key. keysmooth on rewrites each segment as the game
builds it, so that the game's own player plays the natural cubic spline through every key: speed
and acceleration carry on through the keys, and every key is still met exactly, at its time.
- keysmooth on|off (off by default), keysmooth amount 0..1 (1 by default; 0 is the game's curve)
and keysmooth status; kept in %LOCALAPPDATA%\ReSkate\KeySmooth.settings. Only the free camera
(Behaviour 1) is smoothed; the other camera modes keep the game's curve.
- A switch in Mod Options > Visuals and in the overlay's Skater > Freecam.
- The curve apart from the game, with tests (DINGOSDK_BUILD_REPLAY_KEYFRAMES_TESTS); the hooked
functions are fingerprinted, and a build that differs gets no hook.
- contrib/keyframe-smoothing.md: what it does, how, and what was seen in game.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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.
The launcher reads the official list from the ReSkate backend (or the last one it read, or its own)
and keeps each mod in Mods/.reskate-official at its latest version; a copy the player installed is
moved in, the deprecated Board Break retired. The game loads them always on and leaves out Mods
folder copies; the browser no longer lists them. The built-in zips are gone (FPV drone too), and
built-in folders no longer carried are removed.
Fourth Studio's Board Break pack (ten decks and every sound) and Road Rash wounds are built into
ReSkate.dll beside the FPV drone, unpacked under Mods/.reskate-builtin and always on.
- The Thunderstore copies (Fourth_Studio-Board_Break_Pack, Fourth_Studio-Road_Rash and the
deprecated Fourth_Studio-Board_Break, or the same put in by hand) are moved to the Recycle Bin
as the launcher starts and dropped from mods.json; the merge leaves them out should one still
be there, and the Thunderstore browser no longer lists, updates or installs them, a dependency
on one included.
- Board Break's deck list, sounds and deck settings look in the built-in packs too.
- Names with spaces inside them (Board Break's "Body Impact 1.wav") unpack.
- The build makes each zip in assets/builtin into one zstd stream (ReSkateBuiltinPacker,
Engine/Vfs/builtin_pack_format.h), which the DLL carries: repeated files across a pack cost next
to nothing. Board Break 15.0 -> 5.4 MB, the drone 6.0 -> 5.4 MB, Road Rash 36.1 -> 34.2 MB;
ReSkate.dll 86 -> 70 MB. Plain zips still unpack.
- Tests: the mods taken for built-in ones and their retirement, and a pack unpacking to exactly
its files, refusing one that leaves its folder or is cut short (RESKATE_BUILTIN_PACKS also
unpacks the packs a build made).
Sentry's minidump endpoint streams every attachment but the dump to an object store, which this
self-hosted Sentry does not run: ReSkate.log and report.json were dropped from every crash
(outcome upload_failed). Each crash now goes to the envelope endpoint as sentry-native sends one:
the event, the minidump, report.json and the log, all kept.
- The event carries the log's last 100 lines as breadcrumbs (debug lines only among the last 25),
the mods the game ran with (enabled, outdated, excluded), how long it had run, and an anonymous
install ID as its user. Its time is the crash's, however late it is sent.
- crash.site tags where it crashed ("Skate.exe+0x3d9ed9d"), as Sentry names game code by the
nearest export; mods.count how many mods were on.
- An accepted report is kept in sent/ (the newest 10) instead of deleted, so the player still has
their crashes.
- multipart.* is report_envelope.*; the receipt check also reads the envelope endpoint's
{"id": ...}.
A carried asset was written again for every superbundle that carried it: 1.4 GB of 2.2 GB with 96 mods, which left no room for a live apply. Each one is now written once per install chunk, when its first superbundle settles.
Each remote drone's motor is synthesised and played through the game's positioned voice sound,
the one proximity chat uses, so it is placed in the world and muffled behind walls. The throttle
is worked out from how the drone accelerates, so the drone packet and protocol stay the same.
Full volume only within 1.5 m, heard out to 120 m; the DRONE page's sound volume sets the level.