- Mod merge: rebuild a merged bundle's chunk metadata the way the game
writes it (one record per chunk, in chunk GUID order), so costumes
from different mods built on the same game costume keep their
textures and meshes
- Merge audit checks that layout, and there is a new unit test for it
- Server names: only letters, numbers, spaces and - _ [ ] ( ),
1 to 64 characters; the server browser hides servers with other names
- New Centrix tag from the backend's "centrix" list: blue and white
name, badge and item animation, ranked after Dev and before Creator
A player's recent chat lines show as speech bubbles above their skater: newest nearest the head, older lines stacking upward, each popping in with a slight overshoot before it fades. Emotes render as their images, a message that is nothing but a few emotes shows them jumbo, and a message longer than a handful of lines is cut with an ellipsis so one line can never wall the screen off.
Local display options live under Settings > Interface > Multiplayer (on/off, own messages, distance, duration and how many recent lines stack) and the console gains mp chat-bubbles, chat-bubbles-own, chat-bubbles-distance, chat-bubbles-duration and chat-bubbles-history.
The chat panel and the bubbles now share one rich-text module (chat_rich), and a filtered message keeps its emote names: the bad-word mask is applied, but emote tokens are put back from the original before they are parsed.
Merge: carry added assets with a changed list, combine in-place values, list repeats once
Three merge bugs found by auditing 104 installed mods:
- A changed list (the music playlist) reached every bundle copy that holds
it, but the songs a mod added beside it only reached copies of the bundle
the mod added them to. The game keeps the playlist in eight bundles, so
the other seven named songs they did not hold. Added assets now follow
the change into whichever bundle copy takes it.
- An entry naming an asset that lost its name to another mod's asset is
now dropped from the list, both in the merged bundle and in the list
other mods' copies are given.
- Two mods changing values in place in one asset (lighting) kept one mod's
copy whole and silently dropped the other's. Plain values are now
combined, the higher-priority mod winning where both changed one. An
edit that also moved a reference or resized a list is taken whole or not
at all, and the merge notes whose changes are missing.
- A reference two mods both append to a list is listed once.
- Mods that add copies of store items under new names are no longer
loaded. The launcher, mod manager and game say why.
- A chat line passed on by the host only shows a Dev/Creator/Homie
badge when the player's own copy of it arrives too, so a host
can't put one on a line that player never wrote.
In offline mode, closing the pause menu on Social or Custom Stuff and
opening it again showed an empty Social page, and Back did nothing until
the player switched tabs. The game reopens the page at the last position
in its own tab list (Social at position 4, the Store at position 3)
before insert() swaps the Store for Custom Stuff. Offline that swap
leaves the tab count at 5, so the menu never redraws the page.
Keep a copy of the Store tab last for a moment so the count changes and
the right page is drawn, then drop it again (trim_store). Online, and
reopening on Map, Hub or Skaters, nothing changes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A mod that adds slots to a template made every outfit saved before it
fail to load (recipe_template_mismatch / slot_mismatch), and switching
the mod off did the same to every outfit saved with it. The preset was
blocked, so the player saw the standard skater until the profile
database was edited by hand.
Match the saved outfit to the template slot by slot instead of by
position. A template slot the outfit has no item for starts on the
game's default. A saved slot the template does not have is held, like
an item from a costume mod that is not installed, and a save writes it
back beside the template's slots. Template key, template version,
scalar count and recipe count still have to match.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
When several mods change the same game asset (the master music playlist,
for one), only the first mod's edit was read for the imports it names, so
only that mod's added songs, waves and chunks were carried into the other
mods' copies of the bundle (a map's level superbundle). Every later mod's
additions went missing on those levels while the game's own levels kept
them, which showed up as songs vanishing from the playlist on custom maps.
Read the imports of every changed asset, and merge a later mod's edit into
the stored change so the combined document's imports -- and the chunks
they lead to -- are followed too. Add a regression test with two music
mods whose songs must both reach a map's copy of the bundle.
Build the Mods shelf only when an enabled mod declares at least one playlist with songs, read from each mod's reskate-music.json. The shelf must be inserted before the native widgets bind, so it cannot wait for Featured rows to hydrate, and it should not publish an empty shelf when there is nothing to show. With no declared mod playlist the native three shelves are left as they are and a music_mods_shelf_skipped event is logged.
The music player's playlist walk loads a song entry, masks it and reads a flag at [rcx+0x14] before it checks the entry's identity. An unresolved or NULL entry makes that read fault and takes the game down while a playlist is built or opened.
Install a 13-byte in-place guard at the reviewed RVA 0x14f80c7 when the music contracts pass. It keeps the original flag test, shrinks the leading mov eax,0 to xor eax,eax, and adds a jrcxz that skips the dereference when the entry is NULL, landing on the loop increment. The site is matched against its contract bytes before anything is written, so an unsupported image is left untouched, and the guard is applied with VirtualProtect and FlushInstructionCache and then made read-only again.
The contract and patch bytes live with the other music contracts in Engine/Game/Build/20260929/local_music.h; the installer is Extension/Music/local_music_safety.{h,cpp}; local_music_ui.cpp invokes it from initialize_music_functions; cmake/Runtime.cmake builds it. A new dingosdk_music_safety_tests (CTest music_safety) pins the contract length, the decoded instructions and the branch target arithmetic without needing the game.
- Split the single switch into "Show my tag" and "Show my items", and
show the tag as chat and nametags draw it.
- Color whatever is equipped instead of the one hoodie and pink board:
top, bottoms, shoes, socks, hat, glasses, outfit, costume, deck, grip
tape, trucks and wheels, each set on its own.
- Each item can use its list's animation (rainbow, red or gold), a
gradient between two picked colors, one solid color, or be off.
- The choices travel with the player's appearance so everyone sees them.
Protocol version 41.
Create independent anchored and tile-list models before native widget binding.
Populate Mods from Featured rows with mod playlist IDs while retaining native
presentation and actions. Leave existing playlist contexts and cosmetic
ownership unchanged.
Document the native UI model flow, verified loader entry points, typed
publication, and inspection workflow for future modders.
- Read Dev / Creator / Homie Steam IDs from api.reskate.dev instead of the hardcoded list
- Creator (red) and Homie (gold) tags and hoodie/board colours; Admin tag is now pink
- Global bans: lobby hosts and dedicated servers turn banned players away
("global_bans": false in ReSkateServer.json opts a server out)
- SPECIAL menu page for listed players to hide their own tag and items
- Fix hoodie and board keeping the animated colour after the animation turns off
- Multiplayer protocol 39 -> 40
The Linux console reader split stdin on '\n' only, so a line ending in
"\r\n" kept its '\r': "quit" did not stop the server and every command
answered Unknown command. Lines from a script saved on Windows, a hosting
panel or telnet end that way. (The Windows reader uses std::getline on a
text-mode stream, which already drops the '\r'.)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The server appends every line to ReSkateServer.log next to itself (main.cpp
write_log). The unit also appended stdout to that same file, so each line
was written twice, once per stream, and the copies could interleave out of
order. The journal keeps the console copy instead.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The game fetches the artwork URL with HTTP/2 cleartext (h2c, prior knowledge), and only from 127.0.0.1. The loopback server spoke HTTP/1.1, so every cover request was answered with an HTTP/1.1 404 and mod playlist/song covers never appeared.
Speak h2c: complete the SETTINGS handshake, read the request header block (HEADERS and CONTINUATION frames), decode :path with a minimal HPACK decoder (static table and Huffman code from RFC 7541 in hpack_tables.h), and serve the matching image as HEADERS plus DATA frames with flow control. Keep the HTTP/1.1 path for other clients. Serve from one stable origin (http://127.0.0.1:47823/music-art/<mod>/<relative>) so the game's HTTP cache is reused, send Cache-Control and an ETag so it stops re-fetching, close gracefully (closing with unread frames queued makes Windows send RST and the client drops the tail), and use a non-blocking listener since several pollers share it.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>