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.
- 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.
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
PRACTICE > TELEPORT now shows the waypoint the player placed on the
game's pause map, with a "Go to map waypoint" button. The console gets
`trainer waypoint [info]` and `trainer ground <x> <z>`.
Reading the waypoint (trainer_waypoint.cpp)
- It is a point of interest in the map's registry, the one ReSkate's
party markers register into (addr::native_party::map_manager), with
kind DingoMapPOIType_Waypoint (3) and its world matrix at @0.
- The registry is walked only while the TELEPORT card is drawn (the
page notes it, like the class list) or the command runs, every
250 ms at most. A player who never opens the card pays nothing.
- A registry the map has filled without a waypoint means it was
removed; an empty or unreadable one keeps the last waypoint seen. A
new level forgets it.
Landing on the surface (trainer_landing.h)
- The waypoint's height is not the ground: teleporting to it dropped
the skater through the map. local_ground_height() casts the park
editor's downward ray (editor::cast_surface) through the client
physics world and takes the topmost hit.
- The first ray starts at 1500 or 500 above the hint. A custom map
can sit higher than that (a waypoint at Y 12 over ground at Y 1939
was seen in game), so a miss is cast again from 20000.
- If collision there is still streaming in, the teleport goes to the
hint's height and a 12 s watch puts the skater on the surface when
it arrives (at most 6 corrections; the teleport is re-sent up to 3
times if it never arrives).
- Teleports still go through go_to(), so they follow the host's
noclip / teleport permission in a session.
The decisions (ray spans, the watch, remember/forget) have no game in
them and are tested by trainer_landing (DINGOSDK_BUILD_TRAINER_TESTS).
README and CHANGELOG updated.