Commit Graph
218 Commits
Author SHA1 Message Date
zeex64 2c90fbec36 Merge pull request #43 from ComputerKWasTaken/codex/random-community-parks
Add random community park loading and launch randomization
2026-10-08 21:20:47 -05:00
zeex64 a243ece725 Merge pull request #33 from JusSkates/true-first-person
Keep the first-person view level and steady; optional third person on foot
2026-10-08 21:09:49 -05:00
zeex64 de90c302d7 Merge branch 'main' into true-first-person 2026-10-08 21:09:41 -05:00
zeex64 63ee53382a Merge pull request #63 from northdroplet/feat/gamepad-touchpad
Launcher: controller support and the Steam Deck trackpad as a mouse
2026-10-08 21:04:34 -05:00
AyeZeeBBandClaude Opus 5.5 a0b4d4c0aa Overlay: the PlayStation pad reader no longer needs the rest of the overlay to link
The reader's input-access counter was defined in input_capture.cpp. Built on
its own, as the launcher's controller support (#63) builds it, the reader
then failed to link with an unresolved overlay_input_access. The counter is
now defined beside the reader; the overlay uses the same one as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 21:02:12 -05:00
zeex64 30f000f90d Merge pull request #65 from Eplisium/trainer-map-waypoint
Trainer: teleport to the pause-map waypoint, onto the surface there
2026-10-08 20:52:22 -05:00
zeex64 f18b50913b Merge pull request #122 from Swagi-REDACTED/main
Added lots of new binds, allowed keys to be bound for controller back button support.
2026-10-08 20:49:59 -05:00
zeex64 4bfa71e94f Merge branch 'main' into main 2026-10-08 20:49:51 -05:00
zeex64 24762cf135 Merge pull request #100 from VexFlint/docs/linux-proton-client
Document running the game on Linux through Proton
2026-10-08 20:44:42 -05:00
zeex64 1ea7fc1d4a Merge pull request #101 from ComputerKWasTaken/codex/fix-fakie-forward-boost
Fix Forward Boost direction while riding Fakie
2026-10-08 20:44:11 -05:00
zeex64 b8942a16c7 Merge pull request #103 from wildesPepega/pterodactyl-egg
Add a Pterodactyl egg for the Linux dedicated server
2026-10-08 20:43:47 -05:00
AyeZeeBB 0b58163de5 Server: its chat lines in colours the owner chooses; protocol 45
Server: its chat lines in colours the owner chooses; protocol 45

A dedicated server's own lines in chat (its welcome, console messages and
answers) were made violet in #129. The owner can now pick the colours.

- "chat_color": the "Server" badge and name, as "#RRGGBB" (default
  "#8E5CFF", violet).
- "chat_text_color": the text of those lines (default "#D9C8FF", lavender).
- Both are in the config's "server" section; a value that is not a colour
  stops the server from starting and names the setting.
- Console: chat-color <#badge> [<#text>]. Saved, and sent to everyone on
  the server, so the next line uses it.
- With the defaults, chat looks as it did.

The colours travel in the roster, so this is protocol 45: servers and
games must both update. Lobbies hosted by a player are unchanged.
2026-10-08 20:42:51 -05:00
zeex64 e57bae499a Merge pull request #105 from lennyblk/main
Name the file and the reason when cannot open it for SHA-256 on Linux
2026-10-08 20:42:27 -05:00
zeex64 c434558a66 Merge pull request #111 from AlexanderPuglisi/fix/log-steam-offline-reason
Launcher: log why Steam counts as offline
2026-10-08 20:42:05 -05:00
zeex64 8d21a19b18 Merge pull request #131 from wilu222/board-wear-persist
Persist the board wear toggle across map changes and restarts
2026-10-08 20:38:39 -05:00
zeex64 8fe9964f73 Merge pull request #129 from moelrobi/claude/compassionate-heisenberg-ekazit
Chat: highlight server messages in violet
2026-10-08 20:34:48 -05:00
wilu222 73e71a1be6 Keep the board wear toggle on across map changes and restarts 2026-10-08 20:54:47 -04:00
Robin MöllerandClaude Opus 5.5 bc21311ccf Chat: server lines stand out in violet
A dedicated server's own chat lines (its console, welcome message and
answers to this player) get a violet "Server" badge and name and
lavender text, in the open chat and the fading lines.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MzTrhiZ2cNYyJgMHqTp1kf
2026-10-09 00:07:58 +00:00
AyeZeeBB f13995dfe8 Fix players freezing on dedicated servers; reserved slots are extra slots; bone scale limit 2
Fix players freezing on dedicated servers; reserved slots are extra slots; bone scale limit 2

Players stopping and jumping (1.1.6):
- The new sound messages begin with the same four bytes ("RMS1") as the
  pose updates games send each other over their direct links. The game
  took those pose updates for sound and discarded them, so a directly
  linked player moved only when a whole state arrived.
- Game: only messages from the dedicated server are read as its sound,
  pose or acknowledgement messages; anything from another player is
  decoded as what it is.
- Server: poses and sound go through the server to every player, whether
  or not two games have linked to each other. This fixes games still on
  1.1.6 without an update, at the cost of more outbound on small servers.

Reserved slots:
- "reserved_players_slots" no longer holds slots back. Anyone joins until
  max_players are on; the listed players and the admins can still join
  after that, each adding one slot beyond the limit (33/32 and so on).
- An admin who is also listed counts once, and the total never exceeds
  what a session can hold.
- The list holds up to 1024 players again. "reserved" in the console shows
  how many extra slots there are.

Server:
- "bone_scale_limit" is 2 by default. The game's own skater height is a
  bone scale, so 1 showed everyone at one height. A config that already
  has 1 written in it keeps it until changed.
v1.1.8
2026-10-08 17:12:41 -05:00
AyeZeeBB 2833ab1f88 config in sections
Server config:
- Written in sections, in reading order: server, access, maps, players,
  anti_cheat, network, votes. A config from an older version, flat and
  under older names, is read as it is and written back this way on first
  start; only settings that are really new are reported as new.
- Renamed: no_bail, noclip, boosts, parties, voice_chat to allow_*;
  global_bans to use_global_bans; welcome to welcome_message; speed_check
  to speed_hack; score_check to modified_scoring; score_allow to
  allowed_scoring_mods; map_pool and map_rotation_minutes to maps.pool and
  maps.rotation_minutes. Console and admin commands are unchanged.
- Bans are kept in data/bans.json beside the config. A config that holds
  them has them moved there; a bans file that cannot be read stops the
  server from starting.
- Reserved slots are one list, "reserved_players_slots": a slot is kept
  for each listed player who is not on. "reserved_slots" and the
  "reserved slots <n>" command are gone; admins may take a kept slot but
  none is kept for them.
- "tps" is no longer in the file: dedicated servers run at 20.
- "bone_scale_limit" is 1 by default: resized body parts are off unless a
  server allows them.
- New: "pack_ms" (10), how long Steam may hold a message to pack it with
  others; "finger_distance" (25); "steam_debug", which logs what Steam's
  networking says, for connection faults.
v1.1.7
2026-10-08 16:18:29 -05:00
Swagi-REDACTED b5d511fda2 Delete patch11.py 2026-10-08 13:48:42 -04:00
Swagi-Redacted 94e4df12ba Sync latest bind changes, added freecam bind, tp to freecam bind, and off board up boost 2026-10-08 13:40:35 -04:00
NorthDroplet f66c1e74db Launcher: the focus goes back to the mod after an install instead of the window buttons 2026-10-08 08:12:37 +00:00
NorthDroplet 93ff021d7e Launcher: the trackpad pointer measures from where the stick rests, so it does not creep 2026-10-08 08:04:48 +00:00
NorthDroplet 7a34ead2d5 Launcher: steadier trackpad pointer and list navigation
- The trackpad pointer follows the whole swipe; Steam stops the tilt when
  the thumb lifts, so nothing has to be cut off.
- Up and down stay inside the mod lists and leave a row from any of its
  parts (tick, switch, buttons) in one press.
- Left from anywhere in a list reaches the nearest rail tile, BACK included.
- The focus no longer falls back to a tab when ImGui lets go of a row the
  list only partly shows.
2026-10-08 07:21:05 +00:00
AyeZeeBB 38d86e1b72 New pose and sound formats for dedicated servers; direct connections; protocol 44
Poses and skater sound between a dedicated server and its players use new
formats. Lobbies and the links between games are unchanged.

Poses (pose_codec.h, pose_batch.h):
- A pose is rounded once (rotations to 0.08 degrees, positions to a
  millimetre) and sent as its differences from a pose of the same player
  the receiver has acknowledged. Several players' poses share one message.
- The receiver acknowledges messages once a tick; the sender builds only on
  acknowledged poses, or on the whole pose it sent reliably. Loss costs the
  poses in that packet and nothing more.
- Fingers are not sent to players further than "finger_distance" (25 m).
- Games upload their own poses the same way, and the server acknowledges.
- About 300 B a pose at full rate against about 660 B before.
- The server no longer rounds rotations by distance: it saved little.

Sound (sound_codec.h):
- Each sample is sent as what changed since the one before, numbers rounded
  to 1/1024. One reliable message a tick carries every skater a player can
  hear. A stream is sent whole at its start and every two seconds.
- About 106 B a message against 368 B before, on a recording of real play.

Direct connections:
- "connection": "relay" (default) or "direct", with "direct_address" and
  "direct_port". A direct server listens on UDP and is listed with its
  address; players still sign in through Steam.
- Games connect straight to servers that offer it and fall back to the
  relays after 5 s. Setting and "mp direct-connections" to turn it off.

Server:
- "bone_scale_limit" is 1 by default: resized body parts are off unless a
  server allows them.
- Logs Steam's relay network status at start-up and in "net", and watches
  the Steam sign-in.
- "pack_ms" (10): how long Steam may hold a message to pack it with others.
- "steam_debug": logs what Steam's networking says, for connection faults.
- "relay_everything": sends poses and sound through the server even between
  games that have linked, for testing with few players.
- "net" shows pose sizes by rate, the share sent without fingers, and whole
  poses sent.

Game:
- Only ReSkate's nametags are shown; the game's own are removed.
- "mp pose-dump <seconds>" records the local skater's poses and sound.

Tests: pose_codec_tests covers exact round trips, chains of differences,
held fingers, damaged input, the sender and receiver over a link that
delays, loses and reorders, and the sound format; with a recording as its
argument it prints sizes on real play.

Protocol 44: servers and games must both update.
2026-10-07 23:10:13 -05:00
AyeZeeBB 98e07f6899 Server: resized body parts are off unless a server allows them
- bone_scale_limit defaults to 1: every skater shows at the game's own
  proportions. A server that wants "big head" mods and the like to show
  sets a higher limit, or "bone-scale off"
v1.1.6
2026-10-07 19:46:23 -05:00
AyeZeeBB 91c939ea4f Server: limit how far a mod may resize part of a skater for other players
- bone_scale_limit in ReSkateServer.json, and the bone-scale command:
  the most a bone may be scaled in the poses the server passes on, 1 to
  8, and its inverse the least. 1 shows every skater at the game's own
  proportions; 0 (the default, "bone-scale off") is no limit
- A "big head" mod sets one joint's scale in the body's bind pose
  (animation/dingo/cas_rsp_body_bind, the head from 1 to 4). The game
  applies it to the bone, and the bone's scale travels in every pose,
  which is how players without the mod see it. The game's own skeleton
  has no scaled joint, so 1 changes nothing for anyone else
- The player with the mod still sees it on their own screen: the server
  decides only what the others are sent
- Changing it sends whole states again, so nobody keeps a reference
  with the old sizes in it
- Dedicated servers only; a lobby's host has no such setting
2026-10-07 19:42:48 -05:00
AlexandeeerandClaude Opus 5.5 6edb666011 Launcher: log why Steam counts as offline
ReSkate.log only said "Steam is not running or not signed in", even with
Steam open and signed in. steam_offline_reason() names the check that
failed (ActiveProcess pid or ActiveUser is 0, the process cannot be
opened or identified, has exited, or is not steam.exe) and start_game
appends it to that line. steam_signed_in() behaves as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VNYF3aYa2q3MkFXc5xYnDd
2026-10-08 00:30:52 +02:00
AyeZeeBB 7ee82b2771 Player distance and nametag settings; far players sent less and more coarsely; profiler addresses
Game
- Player distance (Settings > Interface, "player-distance"): how far
  away another player is still built as a skater, 50 to 1000 m, default
  120. Past it they keep their nametag or dot. All the way up shows
  everyone. A player already shown stays until 15% further out, so one
  skating along the edge is not built and taken down over and over. The
  game ran a full skater for every player on the server wherever they
  were, which is most of a frame on a full one
- Nametags are always ReSkate's own. The "ReSkate nametags" toggle, the
  "Nametag style" button and the nametag-style command are gone; the
  game's own nametags are never shown
- Nametag distance ("nametag-distance"): how far away a name still
  shows before it becomes a dot, 10 to 500 m. Default 120, was a fixed
  150, so by default the name and the skater go at the same distance
- Nametag dots ("nametag-dots"): off hides the dots for far players and
  the ones at the screen's edge for players off screen
- Friends' nametags only ("nametags-friends"): only Steam friends get a
  name or dot; chat bubbles still show for everyone

Server
- A player out of sight of another (half as far again as the low rate
  starts, 255 m by default) is sent to them once a second instead of
  five times. On a full server most players are out of each other's
  sight, and at five a second each they were most of what was sent
- Rotations are rounded before a pose is passed on, more coarsely the
  further away the recipient is: 0.04 degrees within the full rate's
  reach, 0.16 within the half rate's, a third of a degree past that,
  about 5 degrees out of sight. The pose is still an ordinary one. A
  bone that turned by less than a step is the same bytes as before, so
  the difference from the reference leaves it out, and the low bits of
  the ones that did turn pack away. By distance only: a player the
  crowd limit slowed keeps the fine rotations
- A recipient crossing from one precision to another is sent a whole
  state of that player, since a difference from a reference of another
  precision would carry every bone again
- "net" shows the size of the poses sent at each precision

Profiler
- A function in ReSkate.dll is reported by its address when the DLL has
  no symbols. A release build named every one of ours as the nearest of
  three exports, so a report could not say which was slow; the
  release's symbols name the address afterwards
2026-10-07 16:43:18 -05:00
AyeZeeBB d04920c793 Server: the nearest players always at the full rate; whole states once a minute; relay routes in net
- The crowd limit always sends a player the nearest 8 others at the
  full rate and the next 12 at ten a second, whatever the budget. It
  gave everyone the low rate first and the nearest what was left, and
  with enough players on (about 120 at the default budget, fewer at a
  lower one) nothing was left: nobody was at the full rate, and since a
  skater's sound follows the full rate, nobody was heard either
- Whole pose and sound states are sent every minute instead of every 8
  seconds. A whole pose measured 3.7 KB against 0.7 KB for a difference
  from one, however old the reference, and at every 8 seconds they were
  about a seventh of what a busy server sent
- "net" lists which of Steam's relay locations the connections go
  through, and "net <player>" that player's: Steam reports pings of
  several hundred ms on a server measured at 55-84 ms directly, and
  this says which way the route went
2026-10-07 16:02:26 -05:00
NorthDroplet 7b093429a2 Launcher: controller starts on PLAY and the open tab; rows and side moves in lists
- The focus starts on PLAY when the launcher opens with a pad connected, and
  on the open tab (GAME, MY MODS) when the pad opens Settings or the Mod
  manager.
- List rows act as one item: up and down go from row to row in one press,
  and a row's buttons take the focus only from the row (D-pad right).
- D-pad left and right between the rail and a list: ImGui looks to the side
  only along a thin band through the focus and missed items level with the
  gap between two rows, so a side move that finds nothing looks again across
  the focus's full height.
- The left stick scrolls the panel under the pointer directly instead of
  through wheel events, which queued behind the pointer's moves.
- On a Steam Deck (SteamDeck=1) the right stick gets a trackpad's feel: small
  swipes move the pointer, and the glide after the thumb lifts is cut.
2026-10-07 20:57:08 +00:00
AyeZeeBB d540b88640 Dedicated servers run at 20 TPS; still players at the low rate; message commands in the "/" menu
Server
- Dedicated servers run at 20 network updates a second, fixed for now:
  whatever tps says in ReSkateServer.json is read as 20, and the tps
  command no longer changes it. A busy server's traffic, in and out, is
  its players' poses, and 20 a second is a third less than 30. Lobbies
  keep their own choice
- A player who has not moved or turned for three seconds is sent on at
  five poses a second; the full rate is back with their first movement
- "net" shows what a pose costs as sent, and what it would cost against
  a reference renewed every second, every quarter second, and against
  the pose before, measured on every fourth pose that arrives. It only
  measures: a nearer reference packs smaller, and this says by how much
  before the server is made to send them that way
Game
- The "/" menu on a dedicated server lists /w for everyone, and /msg,
  /msg-party and /msg-admins for admins. The server already answered
  them; the menu is the game's own list and never had them
v1.1.5
2026-10-07 15:27:05 -05:00
AyeZeeBB 737c1611af Server: only change to a map the server has
- The map command, from the console or an admin, refuses a map the
  server does not have: the game's own maps are always allowed, a
  custom one only when its mod folder is in the server's Mods. It
  accepted any level path before, so a server could move everyone to a
  map it had no mod for
- A map setting in ReSkateServer.json that names a map the server does
  not have now stops the server at start, saying to add the map's mod
  or change the map
- The map change itself checks too, whatever asks for it. Votes,
  rotation and the map pool were already limited to known maps
2026-10-07 15:16:53 -05:00
AyeZeeBB 7050fad406 Launcher: trucks back on MODS; Thunderstore button reads as a link out
- The MODS tile shows the skate tool again, faded like the wheel on
  SETTINGS. Thunderstore's mark is no longer drawn there
- The mod manager's Thunderstore button is laid out as a link sign, the
  name, then Thunderstore's mark at the far end, so it is plainly a way
  out to a website. The sign is drawn (a box with an arrow leaving its
  corner); the name is no longer in capitals
- It keeps Thunderstore's green on its dark blue and its height
2026-10-07 15:12:35 -05:00
AyeZeeBB 56b687b058 Launcher: Thunderstore's mark on MODS and its button; ask about enabled mods' updates only
- The MODS tile shows Thunderstore's mark in its own green instead of
  the skate tool, which stays as the fallback when the mark is not
  built in
- "Open Thunderstore" in the mod manager is a branded button: the mark
  and name in Thunderstore green on its dark blue, taller than the
  plain buttons beside it
- The mark is a new asset, assets/launcher/icon_thunderstore.png,
  embedded like the other tile icons
- A disabled mod's update is no longer asked about before PLAY or
  counted on the MODS tile, and "UPDATE AND PLAY" no longer installs
  it. A disabled mod does not load, so its update stays on the Mods
  page, where it can still be updated by choice
2026-10-07 15:01:55 -05:00
AyeZeeBB c98c3f3207 Keep busy dedicated servers playable; hold stale skaters instead of rebuilding them
No protocol change: a server built from this still takes 1.1.4 players.

Server: what each player is sent
- A crowd limit: each player is sent at most crowd_budget poses a second
  (default 600, 0 for none; "crowd <n>|off"). Everyone at 5 a second at
  least, the nearest at the full rate, the next nearest at 10. Before,
  everyone within full-rate distance was sent at the full rate, which a
  crowd of 40 turned into more than a connection carries
- A skater's sound goes only to players within the full-rate distance,
  and in a crowd only from the nearest; it went to everyone
- A player who joins, or arrives after a map change, is shown the others
  about seven a second, nearest first, and none while what they were
  already sent is still on its way. Before, every outfit and every
  stream went at once (and to everyone at once after a map change)
- Whole pose and sound states every 8 seconds instead of 2, on the
  source's own clock, and slower pose rates sent on that clock too, so
  recipients share one patch and compression (DeltaCache) instead of one
  each. The settings survive a map change
- Object updates wait for a connection that is behind

Server: Steam connections
- send_rate (default 900 KB/s, "rate <KB/s>") is set as both Steam's
  minimum and maximum, for open connections and each new one. With only
  the maximum raised a connection stayed at Steam's 256 KB/s; set high,
  what was lost was resent until the connection was full of resends
  (about 1.1 MB/s reaches a player through the relays)
- A 4 MB send buffer, and a refused must-arrive message no longer ends
  the player's session at once: 15 seconds of refusals do (30 for object
  updates). A full queue used to drop everyone who was behind together

Server: seeing what is going on
- "net [player]": every connection's ping, delivery, queue and rate, the
  traffic by kind (poses, sound, voice, outfits, objects), who uploads
  most, and how busy the server's loop is
- A [network] line in the log every minute
- A leave or failed join says how it ended: closed by the player's game
  with Steam's reason, connection lost, or closed by the server and why
- The queue time no longer prints Steam's "unknown" as a number

Server: other
- Reserved slots: reserved_slots and reserved in ReSkateServer.json, and
  the "reserved" command; admins always have one
- The speed check flags a game at about 1.5x and over (was 1.06x), and
  tells only that player; for the admins it is in the log

Game
- A remote skater with no pose for a second stays where it was for up to
  eight seconds instead of being destroyed and rebuilt three seconds
  later. On a busy server one slow frame did that to many players at
  once, and the rebuilding made the next frames slower still
- Every waiting message is read each frame (at most 128 were)
- On an official server the role tags (Dev, Staff, Homie, Creator) show
  for every player, not only the few the game is connected to directly;
  community servers keep the old rule
- The server browser searches Steam at most every 15 seconds (45 after an
  empty answer) and keeps the last list for 15 minutes when Steam returns
  nothing, up from 2
- The game's own connections send at up to 900 KB/s
2026-10-07 14:43:45 -05:00
ComputerKWasTaken fbad6a1609 Merge remote-tracking branch 'origin/main' into codex/random-community-parks 2026-10-07 11:23:01 -05:00
ComputerKWasTaken ac44591057 Merge remote-tracking branch 'origin/main' into codex/fix-fakie-forward-boost 2026-10-07 11:23:00 -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
BLACKETT, Lenny 3e3c749d30 Name the file and the reason when Linux cannot open it for SHA-256 2026-10-07 11:50:48 +02:00
Zachary Gladfelter 230b4ba6e4 Trainer: teleport to the pause-map waypoint, onto the surface there
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.
2026-10-07 05:08:31 -04:00
wildesPepegaandClaude Opus 5.5 a64ccdf288 Add a Pterodactyl egg for the Linux dedicated server
contrib/pterodactyl/egg-reskate-server.json installs the server from the
release's launcher.json (server_linux tarball, checked by SHA-256), keeps the
panel's port, query_port and steam_token in ReSkateServer.json, starts on
"is up on" and stops with quit. Image ghcr.io/parkervcp/yolks:debian (Debian
13: glibc 2.41, OpenSSL 3, curl and tar for the self-update).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FN9ZCrWqg6MVuLbn65aVzX
2026-10-07 06:49:39 +00:00
AyeZeeBB 3d259667d7 Sort servers by players by default; allow / in server names
- The server browser opens sorted by most players, in the overlay and
  the native menu; official and friends' servers still come first
- Dedicated server names may contain "/" (builds before this hide a
  server whose name has one)
v1.1.4
2026-10-07 00:28:58 -05:00
AyeZeeBB 101e1af6e4 Official, staff and friends in the server browser; server tokens; Linux self-update
Server browser
- Official servers (the backend's "official_servers") sort first and are
  drawn in ReSkate blue
- Servers Steam friends are skating in sort next, drawn in green with the
  friends' names; searching a friend's name finds their server
- A player in a session they joined can join another server straight from
  the list; hosts still end their session first, and a Steam friend's join
  offer never replaces a session
- Joining a dedicated server from the list records it as the player's
  public session, so friends see it and the row shows HERE
- Blocked servers (the backend's "blocked_servers") are hidden and cannot
  be joined, by code either
- When the backend sets "server_tokens_required", dedicated servers that
  signed in without a login token are hidden, except on the player's own
  network
- A search that gets no internet list from Steam keeps the last list for
  two minutes, and waits six seconds before treating it as empty
Roles
- New Staff tag from the backend's "staff" list: green name, badge and
  item animation, ranked after Dev
- Staff can pick a rainbow for their items on the Special page; it is sent
  as a solid colour older builds can show, so the protocol is unchanged
Dedicated server
- steam_token: sign in with a Steam game server login token and keep the
  same Steam ID every start; empty signs in anonymously as before
- A listed server without a token says so at startup, and when the token
  rule starts or stops hiding it
- Linux servers update themselves from the release's "server_linux"
  tarball, with the machine's curl and tar, pinned by SHA-256, and carry
  on in the same process
Launcher
- Only create the MiniDumpWriteDump API-set shim under Wine/Proton
2026-10-07 00:19:56 -05:00
ComputerKWasTaken c3088b971d Merge remote-tracking branch 'origin/main' into codex/random-community-parks 2026-10-06 20:43:49 -05:00
ComputerKWasTaken 0c7e00eb6d Merge remote-tracking branch 'origin/main' into codex/fix-fakie-forward-boost 2026-10-06 20:43:49 -05:00
ComputerKWasTaken 14fd2c97c3 Fix Forward Boost direction while riding Fakie 2026-10-06 20:40:03 -05:00
VexandClaude Opus 5.5 14beb88b08 Document running the game on Linux through Proton
Steam starts EA's anti-cheat launcher, which refuses Proton; a launch
option swaps it for ReSkate's launcher. Tested with 1.1.3 on Proton
Experimental (launcher, server browser, joining a public server,
hosting a lobby).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 22:35:49 -03:00
zeex64 62082426cb Merge pull request #51 from xThrasherrr/fix/perf-sample-thread-id
Let `perf sample` take the thread id it advertises
2026-10-06 16:52:49 -05:00