- 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 console answered every command missing from ReSkate's own list itself, as unknown, so a
plugin's command (ptest) never reached the plugins on the game thread. Now only ReSkate's local
commands run there; anything else is queued, and the game thread tries the plugins first and
answers unknown as before when none has it. Checked in game: ptest all, 45 passed, 0 failed.