- 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.
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.
- 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
Stock worlds allocate 8,200 bodies (+1 internal) from FBPhysicsWorldSize.
Studio maps give every collision part its own static body, so large maps
(e.g. a 41k-part GTA IV export) hit the FatalAssert
"bodyIndex < m_freeBodyList.capacity()" in FBPhysicsWorld::asyncAllocateBody
and crash on load.
Hook fb::FBPhysicsWorld creation (RVA 0x02606ff0) and raise the size
descriptor before it is copied into the job arguments, so every free list
and per-body array is sized consistently. BodyCount becomes 65,000 (kept
below 16 bits); the pools a static mesh body also draws from (geometry,
owner, hull/mesh, shape, aggregate/fixed shape, fixed partition,
persistent spatial index) scale by the same factor, capped at 2^20.
Contacts, joints, queries and culling tables keep their native sizes.
Both native callers build the descriptor on their own stack, so raising
it in place only affects that world. Contract bytes for the entry, the
descriptor copy, the internal-body increment and both call sites are
validated before the hook is enabled.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Follow-ups to the trainer (PR 37), and one multiplayer change.
Off until asked for (Extension/Trainer)
- The jump read-out and the LB+RB controller shortcuts start off. Jumps
are logged only while the read-out or telemetry recording is on, and
trick launches only when the trainer scaled them. A saved trainer.json
keeps what the player chose.
Memory search on demand (trainer.cpp, trainer_classes.cpp)
- The search for the game's tuning classes reads all writable memory.
It ran for every player after a level loaded, and up to seven times
when it found nothing. It now runs only when a class value or the flip
speed is not the game's own (the player's, or a host's they skate
with) or the EVERYTHING list is open, and at most three times a level.
- For those players it runs again on each level, which brings fresh
copies; a search from an earlier level used to count as done.
Guests under enforced physics
- A guest is locked by the session's enforce setting, from the moment
of joining (Engine/Game/Multiplayer/session_physics.h), not by whether
the enforcement status text was set yet.
- A guest's class values no longer come back after a map change.
The host's whole setup reaches its guests (protocol 39)
- Only Gameplay/SkatePhysicsTuning travelled, so a host could push,
sprint or jump further than the guests it held to the game's own.
- New packet physics_extras (30): the host's class values, trick
multipliers and auto push (trainer_session.h), sent when they change
and to players who join later, taken from the host only. A dedicated
server's are the game's own and it ignores the packet.
- Under enforcement a guest's own trick multipliers stand down for the
host's, whatever the boosts switch says. With enforcement off nothing
changes.
- A guest refuses bytes that are not an encoding, holds values to the
trainer's own ranges, and leaves out class values written for another
game build's table.
- protocol_version 38 -> 39: released versions disconnect from a peer
that sends a packet they cannot decode.
Out-of-view players are posed every frame again (Session/session.cpp)
- Players outside the camera's view and past 8 m were sampled at 20 Hz
(b763631). The game's replays record each skater as it stood every
frame and their camera looks anywhere, so those players moved at
20 Hz in replays. Removed; the distance rule (20 Hz past 200 m, 10 Hz
past 350 m) stays. This gives back the client-tick time it saved on
busy servers.
Skater slot, menu and throwdown fixes; MY MODS rework; lobby parties
Saved skaters (Extension/Customization, Extension/Skater)
- The selected slot, and slots before it, came up as the standard
skater after a start or map change. The game asks for a slot's saved
outfit once per level, and that happened before the cosmetics catalog
could be read. The first selection now waits for the catalog (60 s at
most), and later map changes check against the catalog already read.
- The retry from abdda77 is removed: the record it wrote to is a
temporary on the game's stack, so it could never work.
Pause menu (Extension/UI/NativeMenu)
- ReSkate's entries stopped working after enough map changes: each
level change took new slots in a fixed table of 1024 for the same
buttons. A button now keeps its slot, and a full table hands out the
slot that has gone longest unused.
Throwdowns (Extension/Throwdowns, Runtime/runtime_init.cpp)
- Multiplayer crashed when someone placed a throwdown after a map
change. The event types are freed with the level but were cached for
the process. They are now cleared when a level is left, checked
before use, and looked for again in each level.
MY MODS (Launcher/gui_mods.cpp, gui.cpp)
- Search, a filter and an order; a switch per mod; a menu per row.
- Multi-select with tick boxes, Shift-click and Ctrl+A, and a bar to
enable, disable, move, update or uninstall everything ticked.
Lobby parties (Extension/Multiplayer/Session)
- A lobby is no longer one party. Its host keeps parties the way a
dedicated server does: invite, accept, join, leave, kick, promote,
open and close, with "/p" party chat. The "Lobby party" switch is
gone. Protocol version unchanged (38).
Mod merge (Engine/Vfs), follow-ups to e715b9b
- Files rewritten into the merged patch are tracked by position, so
another mod's added assets no longer shift the lookup.
- Two mods adding different assets under one name is now noted, with
whose copy the maps get.
- mod_merge_unshift_tests compiles with the launcher tests on.
Videos exported from the replay editor played two to three times too
fast unless the frame rate was capped, or the export was slow enough to
hold it down by itself (4K, WebM). The fault is in the game's own export
path.
Replay export (Extension/Rendering/replay_export.*)
- While exporting, the game steps the replay by one frame of video
(speed / fps) for every frame it renders. The engine's movie encoder
takes a frame only while a permit byte is set; a world update sets it
once, and a frame submitted without it is dropped. Rendering two or
three frames per update, most of a clip never reached the file, and an
MP4 is exactly as long as its frame count. One clip came out as 181
frames at 30 fps and 297 at 60, 6.0 s and 5.0 s.
- The encoder's frame submit is detoured and the permit set before the
original runs, for the replay editor's encoder only (matched by its
vtable). The frame is encoded on the render thread before the call
returns, so the renderer is held to the pace the encoder keeps and no
frame is lost. The replay still runs fast on screen during an export:
that is the encoder's speed, not the file's.
- The same clip afterwards, frame rate uncapped, MP4 1080p: 505 frames
at 30 fps and 1008 at 60, 16.8 s both, audio as long as the video.
WebM and 4K take the same path and were not run again.
- Addresses are in Engine/Game/Build/20260929/replay_export.h. The hook
starts with the others in runtime_init.cpp.
Launcher
- "Close the launcher when Skate starts" now hides the launcher and exits
when Skate.exe does, instead of exiting as the splash opens. Outside a
Steam library, Skate's protection closed the game (TerminateProcess 0x32)
when the launcher exited during startup; players confirmed turning the
setting off avoided it.
- STATUS tile warns when Steam isn't open or signed in that PLAY starts
offline as Unknown Player (hidden when Offline mode is chosen or while
launching).
- Setting description updated to match.
Startup interventions (20260929)
- exit_return 0x87755f2 -> 0x87fe7fb: the last LEA RSP,[RSP]; JMP stub
before the PUSHFQ / LOCK CMPXCHG routine, as 0x87367cf was in 20260908,
and the return address player logs show. Only enforced once a frame site
is armed; this build's protector has no equivalent rep stosb frame clear.
Client frame cost (profiled 2026-10-02)
- Transform interpolate is inline plain arithmetic (~1% of an MP frame).
- Script gameplay-setting and native-setting gets are served from small
per-thread caches keyed on asset/key address, name prefix and a new
profile::Store::changes() counter, instead of a store lookup each call.
- Hot-path reads in client tick, native settings and population controls
use memory::peek instead of ReadProcessMemory.
- Script error logging probes each argument pointer once.