Commit Graph
20 Commits
Author SHA1 Message Date
AyeZeeBB 45346b122c Plugins: prop hunt APIs, and plugin commands in the console lookup
- 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
2026-10-22 00:30:06 -05:00
AyeZeeBB f352179785 Merge main into plugins: the trainer (PR 300), object unlocks (290), server browser sort (302) and export bitrate (322)
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.
2026-10-21 18:26:55 -05:00
zeex64 5b6d9f43d0 Merge pull request #290 from tsullivan13/object-unlocks
Objects: unlock free build-kit objects; Object Browser category icons
2026-10-20 14:17:33 -05:00
AyeZeeBB 8444553402 Throwdowns: the throwdown kit, so a mode is a plugin and the SDK knows no particular mode
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.
2026-10-20 01:04:54 -05:00
AyeZeeBB a3e75ba10e Plugins: the reskate-test and reskate-hostile plugins, and trick reading and a facing teleport in the core
- 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.
2026-10-19 12:08:26 -05:00
AyeZeeBB 8017c2feb3 Multiplayer: other players' objects are solid by default
A player made ghosts by the local player stays a ghost.
2026-10-18 16:33:52 -05:00
tsullivan13andClaude Opus 5.5 86fea38bcd Objects: unlock free build-kit objects; Object Browser category icons
Many free object-dropper objects were treated as store items and hidden from
the Object Browser and the park editor (pole jams, road signs, bleachers, A
frames, quarter pipes, bowl pieces, ...).

- Items whose record names a neighbourhood rank unlock (field 11) are open,
  even when no rank record lists them as a reward (20 objects, 6 cosmetics).
- Build-kit objects that no record offers, sells or grants are open (169).
  Objects with any offer or bundle grant, and brand collabs (field 24), stay
  reserved: 42 of 439 on build 24855063. Cosmetics are unchanged.
- Object Browser categories use their first object's thumbnail as the tab
  icon instead of the game's empty placeholder.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 19:24:17 -07:00
AyeZeeBB 93528884b3 Park editor: a session with object scaling off keeps saved scales without resizing
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.
2026-10-17 13:26:16 -05:00
zeex64 8bed866f92 Merge pull request #221 from tsullivan13/park-object-sets
Park editor: saved object sets, plus fixes for multi-object edits
2026-10-17 13:18:42 -05:00
AyeZeeBB 21d9b0d993 Profile: cosmetic ownership is a rule, not a list of every item ever seen
With "unlock all cosmetics" (and objects) on, the default, ReSkate wrote every installed item into
the profile as owned and never removed one, so every mod a player ever tried stayed in the save:
8765 cosmetics and 520 objects in one profile, past the limit that left a player with no items.

What is owned is now worked out from what is installed (installed_item_owned): a paid store copy
never, every other item while the kind's unlock option is on, and with it off what the profile
saved. The catalog given to the game, the owned list, saved outfits, the player card, the Build
object browser and the park editor all ask it. Nothing per item is saved any more, and a profile
with an option on drops the rows earlier versions saved, once, on the next start.

profile_migration_tests checks that drop on a copy of a real save: the rows stay with the options
off, are gone after a restart with them on, and nothing else in the profile changes.
2026-10-17 00:29:27 -05:00
tsullivan13andClaude Opus 5.5 d9bac524db Park editor: saved object sets; duplicate selections; group local axes
Sets: save a selection under a name and place it again anywhere, on any map.

- The library gets an OBJECTS / SETS switch. SETS saves the selected
  objects as a set and lists the saved sets to place or delete (Delete asks
  for a second press).
- A set is a park file in <profile>/object_sets/<name>.park.json, so it
  shares the park format, its 2 MB limit and its name rules. Positions are
  relative to the set's anchor: the middle of its footprint, at its lowest
  origin.
- Placing follows the cursor as one wire cube per object, on surfaces or
  the grid plane; the mouse wheel turns it by the angle step. A click
  pastes the whole set: one undo step, under the paste path's object and
  session limits. Sets with objects missing from the catalog cannot be
  placed.
- A placed or pasted group is then selected with the move gizmo.

Editing groups:

- Local axes work for multi-selections. A placed set's axes are the
  rotation it was placed with, plus every later turn; any other group uses
  its last selected object's rotation. Applying a moved group does not snap
  its own rotation to the angle grid.
- Duplicate (button or Ctrl+D) copies every selected object at its saved
  position, rotation and scale, one grid step along X, as one paste.
- On a server with object scaling off, pastes (sets, duplicates, Ctrl+V)
  are made at 1x.

Tests cover set storage (anchor, round trip, replace, names, damaged files,
delete), saving and placing a set through the UI (surface, wheel, one
paste, no live preview), selecting it with its own axes, moving it along
them, and duplicating with and without scaling.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 09:02:41 -07:00
tsullivan13andClaude Opus 5.5 2a1b8530b7 Park editor: keep scale and links in multi-object edits; delete selections
Fixes in the stock park editor that a multi-object edit (a paste, an undo,
a loaded park mod) runs into:

- Pasted objects lost their world link. A paste creates its objects one by
  one and saves them when the whole edit completes, but the placements
  runtime reconciles after every create and unlinked rows whose id was not
  saved yet. Every create unlinked the ones before it: only the last pasted
  object could be selected, moved or deleted, and deleting the others
  removed them from the layout but left them standing in the world. The
  reconcile now counts the editor's pending layout as saved.
- Scale was lost on paste, undo and park-mod load. The native create recipe
  has no scale lane, so a created object spawns at 1x. Only the placement
  preview resized it afterwards; a create step with a scale now becomes a
  move, verified by the server tick's readback like any move.
- Scale was lost on level reload. Restored objects spawn at 1x and the
  pose poll then saved 1x over the saved scale. Restores with a scale are
  resized on the next server tick, and the poll leaves them alone until the
  resize is read back.
- Delete did nothing with several objects selected. Delete (key or button)
  now removes the whole selection as one edit and one undo step.

Tests: the transaction fixture's create now spawns at 1x like the game and
reconciles after every create like placement_finish_batch; new checks
cover pasting a scaled group, every pasted object keeping its link, moving
and rotating a pasted group, and multi-delete with undo.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 09:02:41 -07:00
AyeZeeBB 28118efc27 Objects: other players' objects are ghosts by default, and their card is a visitor's
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.
2026-10-13 03:37:45 -05:00
AyeZeeBB 180cdc9c85 Objects: the placed-object prompt names who placed the object 2026-10-13 01:04:13 -05:00
AyeZeeBB 1b15a04e29 Two hitches on the game thread, and profiler names without symbols
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
2026-10-11 14:50:27 -05:00
AyeZeeBB 07fef3820d Limit how many objects each player can place (protocol 43)
Limit how many objects each player can place (protocol 43)

- Servers and lobby hosts set how many objects each player may have
  placed: object_limit in ReSkateServer.json and the "objects" command,
  "Objects per player" in the host options. Default 100; 0 is no limit
- The host and a server's admins are not limited
- At the limit a player's game refuses another object, from the native
  object tool and the park editor, and the menu shows how many they have
  placed
- Enforced by the host or server, which shows everyone no more than the
  limit of each player's layout; objects already shown keep their place
- The limit travels in the roster, which takes the protocol to version
  43: builds before this cannot join sessions with builds after it
- The protocol tests link again (the server browser needs the identity
  lists since the official servers change)
2026-10-07 10:03:54 -05:00
xThrasherrr 2d3430cbd4 Write paths as UTF-8 in the remaining messages
Each built its text with path::string(), which throws for a character outside the ANSI code page, so the real error or message was replaced by a code-page error.
2026-10-06 13:23:26 -06:00
xThrasherrr 7a37f6efc5 Keep listing saved parks when the parks folder holds an oddly named file 2026-10-06 13:21:42 -06:00
AyeZeeBB a7d95057ac Harden multiplayer against disruptive and spoofed traffic
Cap outfit packets and stop dropping recipients when a relay cannot be
built. Add per-player relay limits for outfits, skater sound and voice,
and a back-off for Steam IDs that keep failing to join.

Throwdowns: only participants can write rows, turns and scores; a copy
that fails to spawn no longer blocks the others.

Throttle remote skater and skateboard re-creation, cap remote objects
per session, and show developer and friend marks only for identities
Steam vouches for. Route all connections through Steam's relays.

Dedicated server: validate map changes, clean player names, keep vote
cooldowns across reconnects, and cut ban labels on a character boundary.
2026-10-04 13:49:11 -05:00
AyeZeeBB ca1d82f636 1.0.0 Release! 2026-10-02 14:40:41 -05:00