The renderer gives each frame 131,072 shader-visible descriptors past a persistent 120,000, in
heaps of 333,333. Dense custom maps (the Los Santos City sublevels, San Andreas) draw more than
that in a frame, and the renderer wrote past the end of the heap: shaders read garbage
descriptors, which faulted or hung the GPU (page faults at nonsense addresses, in draws, texture
fetches and ray tracing alike). ReSkate now patches the device setup at boot so each heap is
D3D12's 1,000,000 and a frame may use 524,288; heaps are 644,288 descriptors. LS-B2, LS-B3 and
San Andreas (210,000 a frame at its peak) now hold.
Also in this change:
- Memory: perf memory owners/heap/gpu/report, a ledger of who commits the game's RAM; the
render-resource pool no longer allocates its 115 MB twice; the EadpErrorsData arena is
capped at 32 MiB (EA's error reporting is blocked anyway).
- Crash reports: tagged with the map, destination, graphics card and driver version (protocol
v3), so Sentry can group GPU hangs by map and card.
- GPU diagnostics (--gpu-diagnostics): a fuller DRED report, the device-removal and video
memory watches, a large-draw watch, a record of which game code made and freed each GPU heap
and resource, checks of every GPU address bound, and a meter of each descriptor heap's use.
- World pools: peak use of entity pages, render instances and spatial blocks in the log.
- dingosdk_mod_mesh_check: checks every MeshSet a mod ships against its geometry; the MeshSet
reader now knows static meshes' layout.
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.
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>