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
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.
reskate.session.touch, touching, hide, hidden and raycast, and the touch and touch_end events.
The session publishes every skater's body as capsules while a plugin reads them; a hidden
player goes through the same path a throwdown's hidden players do.
- 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.
The new services and throwdown kit API files use add_functions and the shared
helpers; add_functions opens a read-only parent for reskate.throwdowns.flag.
throwdowns.release_flag stays removed, as plugins has it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A lock tool like noclip and boosts. The player's game enforces it: the roster
carries guest_ollies (protocol 53), and the jump hook gives a locked ollie no
upward speed. Plugins get player.permissions.ollies.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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.
When a plugin mode's flag goes down in a session, the relay offers it to the other players
as that mode's: a new mode message (kind 17) names it, its flag and its player count, and
its offer's series is one older versions do not show. A player whose plugin has the same
mode gets a copy with the mode's own flag mesh and joins it natively; the copies are held
at ten players so none fills and starts a Spot Battle, and the mode's player count decides
who may still join. throwdown_mode events now carry host, leader, player and players: the
host hears joined and left, a player in another's flag hears joined, left, closed and
start, and start names who plays, the leader first. The plugins run the match from there.
A mode can take a stock throwdown's place on the picker (replaces = "skate", "spot_battle"
or "jam"), so his R.E.S.K.A.T.E. sits where S.K.A.T.E. does.
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.
A model made for another player's drone crashed the game a few seconds
later in the per-frame update of its shader sections (Skate.exe+0x505b04b,
2.1.0): 28 of 29 reports there came right after one was made. Real
players' drones show as markers and are heard as before until that is
found; the pretend one from dronemodeltest remote still gets its model.
Chat's flood control refuses a line identical to the one before it within 15 s, which also
caught /2 in a poll right after /2 in the last one. An answer to the running vote or poll is now
exempt from that one rule, on the server and in the game; the pace still holds, and the vote
still counts one answer per player.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On a dedicated server with object scaling off, a loaded park's scaled objects were resized anyway
(and after a refused resize the pose poll saved 1x over their scale), and a scaled paste, set or
undo ended in a resize the server would not take, so the edit waited on it. The placements now
know whether this game may resize (set by the session from the server's setting and the role, the
host and roles that may always build exempt, allowed outside a session): where it may not, objects
stay 1x in the world, nothing waits on a resize, and the layout keeps their scale for when scaling
is allowed again. A transaction test pastes a scaled object with scaling off.
The pretend drone goes into the beacon as a received one would, so other players' drone models
and markers can be checked without a second player. A drone flying 3 s without its model now logs
what is waited for (the engine, the local skater, or the thread's job context) instead of waiting
silently.
path::string() uses the ANSI code page and throws on a character it lacks (a Cyrillic folder on
an English Windows). The remaining places it was used now go through path_utf8:
- Mods: a deck folder or a mod folder named outside the code page no longer leaves the Board Break
decks empty, or the Mods folder ignored altogether.
- Game and mod archives: a file under Win32 with such a name is passed over instead of stopping
the read.
- pose-dump no longer ends the multiplayer session when the game folder is not ASCII.
- The item browser's status line and a Board Break warning no longer fail on such a path.
- Launcher: system fonts are named to ImGui in UTF-8, which it reads.
In a level the pilot's drone is played with the other players' drones through the
game's positioned voice sound, just under its camera, so it gets the game's mixing,
reverb and obstruction. The Windows output only plays it where the game's sound is
not there to take it.
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.
A model is spawned at each other player's flying drone and moved every frame. It is the drone's
own model (FPV Drone by PinaPipe, CC BY 4.0, credited on the DRONE page), built by ReSkate Studio
into a pack that ReSkate.dll carries and unpacks into Mods/.reskate-builtin before the merge.
Without the pack the game's traffic cone stands in. dronemodeltest spawns one in front of you.
A whole pose from a dedicated server opened a stream under any of its
65,536 numbers, and each stream kept its last 32 poses. Streams were only
dropped once their player had left, so a sender that opened one under
every number for a player who was there (itself) made the receiver keep
millions of poses. Sound streams were open the same way.
- pose_batch::open_stream: a player's new stream ends their old one, and
no more than 512 streams are held (twice the player limit); both the
pose and sound receivers open streams only through it.
- A stream is opened only for a player in the session. A refused whole
pose is not acked, so a real server sends it again; sound is sent whole
every couple of seconds.
- Tests: the reported flood leaves one stream for one player and 512 for
65,535; the same for sound, and only admitted players open a stream.
- mesh_tests: HookBatch stubbed, which the session uses since the freeze
fixes; the test had stopped linking.
Each bone's scale was held to the limit (a server's bone-scale, 2x by
default; 8x on every client), but a bone shows at its own size times its
parents' and the whole skater's. A modified client resized each bone of
a chain to the limit: four neck bones at 2x showed a neck 16 times as
long, within every per-bone check.
- skater_bone_parents.h: the parent of each of the skater rig's 386 bones,
read from the game's data (animbase_default_renderskeleton), which the
pose's skater bones follow.
- limit_bone_scale then holds each bone to what its parents leave of the
limit: the size it shows stays within 1/limit to limit. A single resized
bone (a bigger head) is unchanged; bones past the rig's have no parent
and keep the per-bone limit.
- Servers and clients already hold every pose to their limit with it, so
the combined limit follows each server's bone-scale setting, and every
client's 8x where a server allows more.
- Tests: a neck chain at 2x each shows at 2x; a resized skater's bones are
held to what its own size leaves them.
Players reported the game hanging for about a second while skating. A
profile showed the memory line in the log walking every heap
(HeapSummary) on the client thread, 0.5 to 2 s every two minutes. An
audit of everything that runs on the game's update and render threads
found more of the same, and Sentry's top crashes had causes of ours.
Freezes:
- Memory log line: no heap walk or thread snapshot; the GPU part and the
write happen on a thread of their own.
- Profile database: synchronous=NORMAL in WAL mode. A save is still kept
when the game crashes; every play event no longer waits for the disk
inside the game's hooks.
- ReSkate's own preferences and values (menu clicks, session sliders,
Discord) are saved by a background writer in order; reads see a value
until it is saved.
- Input: the foreground window and the keyboard are sampled on a thread
of their own (GetAncestor and GetAsyncKeyState stalled the client tick
40-50 ms when another program held Windows' lock); flight input uses
the sample; ClipCursor at most twice a second while a menu has the
pointer.
- Hooks installed while the game runs go in one transaction per place
(HookBatch): throwdowns, remote players, the party, Hall of Meat.
- Off the update thread: the host's map package lookup (one table read in
the background, not the Mods folder per offer), the trainer's map file
and settings save, Board Break's settings save, mod music playlists and
their covers, the Spotify station covers.
- Off the render thread: the Modding page's and the deck card's Mods
folder reads. The overlay's three startup waits share five seconds.
- Less work per frame: Steam names reused while one a frame is asked
again, 2 friends a tick, steam_api64.dll checked once per process,
cosmetic names read in place rather than a system call per character,
an outfit load no longer copies the inventory per slot, the throwdown
type scan runs at background priority over resident memory, the Board
Break deck label is kept a minute.
Crashes:
- Render-resource pool: the metadata fields are written to the state
owner only. The other renderer is 0x2daa00 bytes, and +0x11aae28 is far
past its end (store_field crash; heap corruption in every release).
- Other players' skateboard effects: a stale skateboard component is no
longer followed, and the joint lookup is walked with a bound first (an
endless loop in reused memory ended in GameStall).
- Launcher: Oodle decodes into the buffer it asks for with corrupt data
possible, and its assertions no longer stop the process (heap corruption
in the store-copy scan; a breakpoint in oo2core).
Timings (Send performance timings):
- A frame of half a second or more in a level is sent as game.freeze:
where the time went (ReSkate's tick, the game's frame, or outside it),
whether the renderer kept presenting, and ReSkate's busiest zones.
- Closing the game sends the level session it was in.
Music after a connection drop:
- Spotify device: an account Spotify could not be reached with is kept and
tried again (3 s doubling to a minute); a session that drops is taken
up again. Only an account Spotify refuses is asked for anew.
- YouTube playlist pictures that could not be fetched are tried again,
from 30 s to 10 minutes apart.
Follow-up to #225. The session still waits 30 minutes in all for a map
(checking, the two-minute question, download, install, apply, join), and
servers and lobbies still let a player go at 30 minutes. But a download
that has begun is no longer cut off at 27 minutes: a large map on a slow
connection never came at all that way.
- Once the download has begun, the session's deadline is the session's
alone. The download goes on (up to its own four hours, as before #225),
installs and is applied, and the player is told to join again; no
rejoin is tried past the deadline, where the server would turn them
away. "Map still downloading" says so when the session stops waiting.
- Before the download, the deadline still ends the check and the question.
Declining or cancelling still stops it and removes the partial file.
- A download whose session has gone is not cancelled by joining another
session; a new map need is turned away until it is done.
- The 27-minute transfer budget and its completion reserve are gone from
map_fetch_policy.h, with their tests; the map download tests cover the
new behaviour.
- The HTTPS timeout test compiles with warnings as errors (a signed and
unsigned comparison), and get_text's stale-file removal is indented again.
- README: map downloads described as they now are.
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.
mp map-markers, mp puppet-savings, throwdown-hud and throwdown-offboard take an optional
argument and, without one, say what they are set to. Each read values[0] unchecked, and an
optional argument that is not given adds no value, so typed by itself each indexed an empty
vector. They check now, as mp collision and challenge-invite beside them do.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2.0.8's dedicated server was released with a world-layers.json scanned from
a game Steam had updated: 263 layers, where every player's game has 261. A
server that shares its layers (world_layer_sync) sends one choice for each,
the player's game turned the message down as unreadable, and nobody could
join such a server ("Join code, sender identity, or multiplayer protocol
did not match", and "Disconnected." in the server's log).
- supported_build::world_layer_count (261): how many layers the supported
build's levels have.
- Server: a world-layers.json of another count is not used; the log says
why and layer sync stays off, where before every player was turned away.
- --export-world-layers refuses a game folder whose count differs, so a
release cannot be built from an updated game again.
- Player's game: a layer list of another length is left unread and every
layer stays as the player has it; the rest of the message is taken and
they join.
Music screen: large playlists no longer empty it, and two logs say why things fail
Music screen
- The screen's list was turned down whole, and came up empty (the game's own
Featured row too), once it held more than 1,024 songs: a few large YouTube
Music, Spotify or local playlists went over that. The most is now 2,000
songs and 16,384 places in playlists (music_ui_most_songs,
music_ui_most_places); 2,000 because the screen's own table of songs is
read only up to 2,048.
- The rows of the player's playlists are counted as they are registered and
held under that: with no room left, the rest of a playlist is left out of
its list (it still plays) and the screen is never empty for it.
- A row whose "artist - title" is longer than the screen takes is left out;
one such row turned the whole list down as well.
- Said in the log: how many songs were left unlisted, and, should the list
still be turned down, what it held.
Logs
- Spotify device: librespot's own warnings and errors are written at the
warning level again; only the rest of what it says stays at debug. A
player whose Spotify connects and stays silent had nothing to send.
- Multiplayer: a message turned down with "Join code, sender identity, or
multiplayer protocol did not match" now says which of the three it was,
its size and first bytes, and whether it came from a dedicated server.
An FPV drone flown from the free camera: real quad physics (thrust,
gravity, drag, Betaflight "Actual" rates), collisions with the world, and
a goggle-style display. Open it with `dronemenu` (or the drone window's
Start flying).
Flying
- Keyboard and mouse, gamepads, or USB RC radios (EdgeTX etc. in Joystick
mode). "Set up controller" learns each stick and switch by asking for
one at a time, reversed axes and springing gamepad throttles included.
While a controller flies the drone, the game is kept off it, as
freecam's controller mode does.
- Presets (Tinywhoop, Toothpick, 5 inch), arm/disarm, back to takeoff,
and every setting live through `dronetune`, saved in the profile.
- Optional range: the picture breaks up and is lost with distance from
the takeoff point; past it, failsafe cuts the motors.
- OSD, on-screen sticks, an analogue video look, synthesised motor sound.
- Goggles: the pilot's skater wears eyewear from the game's catalog while
flying, and gets their own back on landing (Road Rash aware).
- Start flying hides the game UI, Stop flying brings it back.
Multiplayer
- New packet `drone` (36): where a player's drone is and which way it
faces, 15 times a second, unreliable, relayed like effects. Markers
glide between updates. Protocol version 52.
- FLYING DRONE above the name of a player who is flying.
- Players choose whether to share their drone and whether to see others'.
- Dedicated servers: `sync_drones` (players section) and `drones on|off`.
Off: no drone packets are relayed, and players are told in the roster.
Changes to existing code
- `flyspeed` takes any speed from 0.6 to 1500, not only the seven listed
(the drone's presets and top speed slider use speeds of their own).
- Overlay: begin/end_input_access, so the drone's controller read sees
the device while the game is kept off it.
- Profile: local_surface_hit, the park editor's ray from one point to
another, for the drone's collisions.
Tests: Skater/Test/drone_radio_tests (controller setup), and the drone
packet and roster rule in Multiplayer/Test/protocol_tests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MArBL6UbYZPsp9rMnq2Ks5
A player kicked or banned only found out why from the status line of the
multiplayer menu, if they opened it.
- What the host or server says as it puts a player out ("You were
kicked...", "You are banned...", away too long, a mod or cheat it does
not allow) is now shown in the middle of the screen with an OK button,
under YOU WERE KICKED, BANNED or REMOVED. The same when they are refused
on trying to join again early. A link that is simply lost shows nothing
new.
- Answered with A or B on a controller, Enter or Esc, or a click on OK. The
game's input is held while it is up, as for the vote for the next map, so
the button that answers is not also a press in the game.
- Console: "popup test" shows it with a sample message, to try it without
being kicked.
Server: a kick by a vote has a time of its own, votes.kick_minutes, 5 by
default (1-1440, or 0 for until the server restarts); it no longer goes by
players.kick_minutes, which is now an admin's kick only and is still until
the restart by default. Console: votes kick-minutes <minutes>|restart, and
"votes" shows it. A config without the key takes the 5 minutes.
Objects other players place are spawned locally, so the game took every one
for the local player's own: all were solid, and their card offered the
owner's buttons and named the wrong player.
- Other players' objects are ghosts the skater passes through, as in the
game's own sessions. Each player's row in the session menu has an
"Objects: solid / ghost" switch, remembered by Steam ID; a dedicated
server's own objects (its parks) are solid unless switched off.
`mp objects-solid <SteamID64|server> on|off` does the same.
- The card's own Disable and Enable on one object stand over that player's
setting until the setting is changed.
- The card on an object someone else placed no longer offers Edit or
Delete: the game's "is this mine" and "may this be edited" checks answer
for who really placed it. It offers Disable instead.
- The card names the owner of the object it is for, read from the card's
own script, instead of the owner of the object nearest the skater.
- A dedicated server has a player card of its own, "Server", shown on what
it placed.
Server: the Mods folder is kept when the configuration is reloaded. A park
mod was reported as not being in the Mods folder after a reload.
A line that starts with "/" is a command, a whisper or party chat, so typing
one no longer shows dots to the whole server. Dots already showing are cleared
when the line becomes one.
A "stopped typing" notice was relayed every time it arrived, while "typing"
was held to one per 200 ms, so a modified client could flood everyone through
the host. A lobby's host and a dedicated server now pass a stop on only when
that player's dots are up, which is at most once per accepted "typing".
Crash dumps now go to the project's own Sentry server. The launcher's
out-of-process helper is unchanged; only where it posts and what it expects
back are:
- The default endpoint is the Sentry project's minidump URL. Report
attributes travel as Sentry tags, with the release as reskate@<version>.
- An upload counts as accepted when the server answers with an event ID.
- "backtrace" is "crash_report" throughout: the namespace, files, CMake
targets, DINGOSDK_CRASH_REPORT_URL, DINGOSDK_BUILD_CRASH_REPORT_TESTS and
the RESKATE_CRASH_REPORT_URL override.
Performance timings are new, and off unless "Send performance timings" is
ticked in the launcher's settings (RESKATE_TRACING=1). A small tracer
(Engine/Core/Debug/trace.h) posts each finished step to Sentry as a
transaction from a background thread; the launcher and the game it starts
share one trace. Timed: the update check, the Steam download, Thunderstore
installs, the mod merge, starting the game, the launch up to the first
playable level, each level load, joining a session, fetching the identity
lists, and the time spent in each level with its average frame rate and
long frames. Turning crash reports off turns timings off too.
Map updates
- A map the game already has, being replaced by the host's version,
could load as soon as the new files were in Mods, while the mods
were still being applied: it ended on "This map is not loading". The
session now holds the load while a map is downloading, installing or
applying, as it waits for one that is missing.
- A player whose version of a map is later than the host's keeps it and
loads. Only an older one is replaced by the host's. Versions are
compared number by number (1.10.0 is later than 1.9.2).
Dedicated servers
- maps.latest_versions (off by default): the server asks Thunderstore
for the newest version of each of its custom maps, at start and every
maps.latest_check_minutes (5-1440, default 60), and writes it into
the mod's manifest.json. Nothing is downloaded: the server reads only
a map's level list and version, and players, who are held to the
server's version, fetch it as they join. The map being played waits
until nobody is on it. A folder that is not a Thunderstore package is
not touched, and the level list is left as it is.
- Console: maps update, maps latest on|off, maps latest every <minutes>.
Overlay
- Vote card: the pass mark is always in the middle of the bar. Green
grows over the left half up to the yes votes needed and over the
right half past them, whatever share the vote needs.
- The "Staff" tag is "ReSkate Admin", shimmering from #2500FF to
#B2F9FF.
No protocol change. Tests cover the version comparison and the
manifest write; the Thunderstore lookup was checked against the site.
The map update flow, the vote bar and the tag were not seen in game,
and the server setting has not run on a live server.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A dedicated server that rotates its maps can now ask players where to
go next instead of taking the pool's next map.
Server
- maps.rotation_vote: when the timer runs out, a vote between three
maps drawn at random from the pool, "Random map" and "Stay here".
The most votes wins, a tie is drawn, and with no votes it is the
pool's next map. It ends early once everyone has voted.
- maps.rotation_vote_seconds (10-120, default 30) and
maps.rotation_extend_minutes (0-240, default 15; 0 leaves "Stay
here" out).
- maps.rotation_announce: a card when the map has 10, 5 and 1 minutes
left.
- The vote's maps are drawn a minute ahead and sent to games
(PacketKind::next_maps), so their pictures are ready when it opens.
- /vote extend: a built-in vote that gives the map in play
rotation_extend_minutes more. On by default (votes.extend_map), and
only runs while the maps are on a timer. "extend" is now a reserved
vote name.
- Console: rotation vote on|off, rotation announce on|off,
rotation stay <minutes>|off, rotation extend [minutes],
votes extend ..., vote extend.
Game
- The vote opens as a popup in the middle of the screen: a tile per
answer with its picture, name, share of the votes and count. It
holds input as the map download card does, and works with a
controller (D-pad, A, B), the keyboard and the mouse.
- Pictures: a mod map's icon from its folder, or from Thunderstore
when it is not installed; the game's own maps show their loading
screen picture, cut to its middle square. "Random map", "Stay here"
and a map without a picture are drawn as shapes.
- Older servers and polls are unchanged: the vote is a poll, so it can
still be answered with /1, /2... in chat.
Protocol 50: games and servers both need this build.
Votes: a vote is decided by the votes cast, not by everyone on the server. It
passes when yes is its percentage of them, at the end of its time, or sooner
once the players still to vote could not change it. A kick still needs two
yes. The card's bar is yes in green from the left and no in red from the
right, with a mark where yes has to reach. No protocol change.
Map versions: a map installed at another version than the host's is no longer
loaded as it is. The download card offers the host's version (MAP VERSION,
UPDATE), which replaces the installed one and is applied while the game runs.
For that the live merge keeps each mod's fingerprint with where its archives
were placed, and places a mod again when its files have changed since: before,
a mod replaced while the game ran was read where the old one lay. When the
host's version is gone from Thunderstore, or the old one's files are in use,
the player is told and leaves the session.
Dedicated server: "maps reload" reads the Mods folder again, so a map copied
in while the server runs can be switched to at once. The server window reads a
copy of the map list.
Map names: a custom map's level is dingolevel_reskate_<map>, and "reskate" was
left in its name ("/map reskate badlands"). The map's own name is shown and
typed now; the old spelling still finds it.
as a level unloads, the game takes each mesh variation out of its registry by the
entry's mesh and reads it unchecked, and this map's meshes unload before
their databases. A guard on that one function has the read of a mesh that is
gone go on with the next entry, and logs how many were passed over.
A 30 s profile on a 77-player server had four frames of 20 to 30 ms against a
usual 7.8 ms, from two things:
- The Park Editor read every mod's manifest every five seconds to list park
mods, on the game's thread and whether or not its list was showing (the
switch for that is never set): about 11 ms each time. The look every few
seconds now runs on a thread of its own and is taken up when it is done;
the one after making, renaming or removing a park is still at once.
- Connecting to a player asked Steam for their name, and waited on the Steam
client for 7 to 10 ms each time a player came into reach. The link takes
the name already read, if any: it only labels the link in diagnostics.
Profiler: a release ReSkate.dll has no symbols, and its functions were all
named after the nearest export. The check for that looked at the symbol's
size, but DbgHelp gives an export a size up to the next one. It now asks
whether the module's own symbols were loaded, and writes ReSkate.dll+0x<offset>
when they were not, to be named from the release's symbols afterwards