Commit Graph
12 Commits
Author SHA1 Message Date
vtfandClaude Opus 5.5 8c85d54e3d Launcher/overlay: fall back to ImGui's stock pixel shader when the HDR one cannot be built
Since 2.0.4 the DX12 backend compiles only the HDR-aware pixel shader at
runtime with D3DCompile(). Wine's builtin d3dcompiler (macOS, Apple's Game
Porting Toolkit) cannot build it, so ImGui_ImplDX12_CreateDeviceObjects()
failed and the launcher refused to open on every Mac.

Try the HDR-aware shader first, then the stock one 2.0.3 shipped (on a
failed compile or a failed pipeline). ImGui_ImplDX12_HasOutputTransfer()
tells the launcher and overlay which one is drawing, and they log it.
Windows keeps the HDR shader and HDR output as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 21:04:39 -04:00
AyeZeeBB b042bf253a Overlay on Intel GPUs: watch the swapchain under Streamline's wrapper
On Intel GPUs the overlay never drew: no Insert menu, and the pause
menu's Multiplayer and Mod Options tabs were empty frames, since the
overlay draws what is in them. The log stopped at "Registered DX12
swapchain" with nothing after it.

The game is given Streamline's wrapper (sl.interposer.dll) around its
swapchain, and the overlay hooked that wrapper's Present. On AMD and
NVIDIA the game presents through the wrapper. On Intel the frames are
presented on DXGI's own swapchain underneath, the wrapper is passed by,
and no presentation reached the overlay.

- The swapchain under a wrapper is hooked as well (Present, Present1,
  ResizeBuffers, ResizeBuffers1), found through Streamline's
  base-interface query.
- It is registered beside the wrapper with the queue the wrapper was made
  with: it is the same chain, and it gives no queue of its own when asked.
- A swapchain that presents without having been seen at creation is
  registered then, when it gives its queue.
- The log says whose Present was hooked, when a wrapper was found, when
  the first presentation arrives, and why a presenting swapchain cannot
  be drawn on.

Confirmed from an Arc A380 log up to "the first presentation reached the
overlay". The last step, registering the underlying chain with the
wrapper's queue, has not been run on Intel yet. Not yet checked on AMD or
NVIDIA either, where both chains are now registered.
2026-10-10 17:53:27 -05:00
AyeZeeBB 34da0d008d Overlay in HDR, DualSense marker bug, launcher mouse takeover, item search outside menus
Overlay in HDR
- ImGui draws sRGB colours, and the overlay wrote them straight into the
  game's HDR buffer, where they came out far too bright and washed out.
  The DX12 backend's pixel shader now converts them: to scRGB for an FP16
  buffer, and to HDR10 (BT.2020, PQ) for a 10-bit buffer while the display
  is in HDR, with white at 200 nits. An SDR buffer is drawn as before.
- The log says which was chosen ("Overlay output: ..."), and now also says
  when the game presents in a format the overlay does not draw to, which
  left its menus hidden with no reason given.
- Not seen on an HDR display. The changed shader compiles with the D3D
  compiler.
DualSense
- While a menu holds the game's input, the reports the game reads from a
  PlayStation pad are rewritten as untouched. USB and Bluetooth lay a
  report out differently, and the two were told apart by the size of the
  buffer the game read into. A USB DualSense read into a larger buffer had
  its d-pad byte written as "up", which placed a session marker whenever T
  or Insert opened something. The device's own report length decides now.
- The log line for the first rewritten report gives the pad, USB or
  Bluetooth, the report and the two lengths.
- Not tested with a DualSense.
Launcher
- The controller pointer learned where the right stick rests while no pad
  was being read, which includes the launcher being in the background, and
  took the middle for it. A stick that rests off the middle, or a wheel or
  throttle on that axis, then steered the pointer for good once the
  launcher had the focus again, and the mouse stopped responding until a
  restart. Nothing is learned while no pad is read, and a pad that goes
  away gives the pointer back. Two tests for it.
Item search
- The cosmetic search bar showed in the world: a grid keeps its focused
  item after its screen has gone. It needs the game's menu to be up, and
  to have been for a second, as well.
2026-10-10 16:34:39 -05:00
AyeZeeBB 5b7395c3ac merge 2026-10-10 13:28:08 -05:00
AyeZeeBB 0ae0e71f0f Map downloads on join, faster mod merging, connect cards in the server browser
Map downloader
- A host or dedicated server now tells joiners which Thunderstore package
  its map comes from (the Mods folder name plus manifest.json).
- A player without the map gets a card: icon, name, author, version and
  description, with DOWNLOAD and CANCEL. It works with mouse, keyboard and
  controller.
- Only packages listed as Maps in the ReSkate community are offered, and
  never deprecated, rejected or NSFW ones.
- On yes the package is downloaded, installed into Mods and applied as a
  live mod, then the session loads the map. A small card on the right
  shows the progress, so the player can keep skating.
- The player stays connected while it downloads: the host gives a player
  who says they are fetching the map up to 45 minutes instead of the
  usual load time.
- When the server changes map with the player in it, the card says so.
- Protocol version 47: map package on map_offer and world_state, and a
  "fetching the map" flag on map_request and world_ready.

Joining
- The pause-menu server browser shows a CONNECTING card over the page
  while a join is under way, and a COULDN'T CONNECT card with the reason
  when it does not get in.
- The session and voice tabs no longer show before the player is in.
- Leaving without the map (declined or cancelled download) no longer
  counts towards the failed-join limit, on servers and player hosts.

Input
- A card that asks something holds the game's input until the buttons
  are released.
- Steam's overlay hooks XInput in front of ReSkate and answers the game
  itself, so a controller reached the game behind menus. ReSkate now
  hooks that hook as well.

Mod merging
- Mods are read on several threads, at launch and for live merges. A live
  merge runs below the game's priority.
- The paid-cosmetics check reads the game's files and the mods on several
  threads.
- A live merge reuses the paid-cosmetics verdicts it already has and
  reports its progress and timings.

Launcher
- NSFW mods and their categories are not shown in the mod browser.
2026-10-10 13:15:04 -05:00
Fourth StudioandClaude Opus 5.5 6f41a16f1b Item grids: favorites, search and filters
In the skater's item grids (Apparel, Accessories, Board, Gestures) F favorites
the highlighted item, - (or Ctrl+F) opens a search box that filters as you
type, and X steps a filter (All, Favorites, Mods, Game items). Favorites sit
right after the worn item, carry the game's star where the tile shows its
rarity icon, and are kept in ReSkate.favorites.json beside Skate.exe.

The grids stay the game's own: their tile rows are reordered and filtered
through the native model functions, as the music screen's Mods shelf does.
Nothing is hooked for it and no file of the game or of a mod is changed.
See contrib/native-item-browser.md for how it works and what is not tried yet.

This is the Item Favorites mod done natively, so it no longer needs a DLL
loaded through a custom script.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 18:23:33 +02:00
AyeZeeBB a94bcba9c8 Pause menu
The Multiplayer and Custom Stuff pages of the game's pause menu were
built from the game's own menu widgets: a button, a text box and a line
of text, which cannot make a list with columns. The game now keeps only
the frame around each page (top bar, title, Back prompt) and ReSkate
draws everything in it, tabs included. The native page is one empty
body.

Multiplayer
- Server browser: a list with name, map and skaters columns that sort,
  search, filters (all, servers, lobbies, friends, hide full, my map),
  and a panel for the session pointed at. Pressing a row joins it; the
  row says JOIN while pointed at. Join by code is in the panel, and its
  own tab is gone.
- Host lobby, as before.
- Current session (only in one): who is here, leave, map, join code,
  party.
- Voice chat (only in a session).
- Session settings (only for a lobby's host or a server's admin). They
  are sent as explicit values, which a dedicated server needs.

Custom Stuff
- Official maps and Custom maps: pressing a map loads it.
- World: traffic, pedestrians, time of day.
- Parks: a card for each lot with its style, layout and load.
- Player: noclip, no bail, Hall of Meat, board wear, the camera views,
  flight speed and the boosts.
- Online: player and nametag distances, nametags, chat, chat bubbles,
  Discord status, and showing your tag and items.
- Visuals: camera effects, challenges, shuffle playlists.
- Binds: record or clear the button for each action.
- The player card name is no longer on the page (cardname in the
  console still sets it).

Input: the game keeps the mouse and controller while its menu is up,
so the pages only watch them. They have their own focus, moved with
the D-pad or arrow keys and pressed with A or Enter, with LT/RT or Z/C
for tabs; lists remember the row the focus left. Typing in a text box
or recording a bind takes the keyboard and controller for that long,
as chat does. Nothing is taken while the game is not the window in
front, and the overlay's own menu draws on top.

Layout follows the game's menu at any window shape: scaled to fit
whole, 192 units clear at the sides, centred past 4704 units wide.

Sounds: the pages raise the game's own UI one-shot event for moving
the focus, pressing and changing tab.
2026-10-10 00:45:22 -05:00
zeex64 b158887f06 Merge pull request #137 from Krischan-Klug/main
Add Hall of Meat: the bones a bail hurt and its Meat score
2026-10-09 10:24:36 -05:00
Krischan-KlugandClaude Opus 5.5 c7d2ca3601 Add Hall of Meat: the bones a bail hurt and its Meat score
As in skate. 3: when the local skater bails, the bones it hurt show over
the world through the body, yellow where a hit bruised one and red where
one broke it, with the bail's Meat card in the bottom left corner in the
place of skate.'s own HUD there: its time, hits (head hits double,
vehicles half again), broken bones, road rash, airtime, fall, top speed
and rotations, each scoring, and the map's best. A bone breaking pulses
the screen's edges red and, in single player, slows the game down a
moment. Off until switched on, as in skate.: in skate.'s menu (Custom
Stuff > Player) or with `hallofmeat 0|1`, saved with the profile.

Everything it draws is skate.'s own, read from the installed game: its
skeleton mesh (the Dem Bones costume) posed with the renderer's own
skinning matrices, its scoring icons, the THRASHER wordmark and its UI
brush strokes. Nothing is shipped.

How it works: No Bail already hooks the skeleton response, which runs
once a physics step right after the body contacts; it now hands that step
on, with the local skater it follows, but only while Hall of Meat is on.
Each step reads what every ragdoll body hit and how hard, and whether the
skater is a ragdoll; the bail runs on the game's own clock so slow motion
measures what the body did. The feature's own hooks, on the renderer's
skinned draw packets and main view and on the UI model's write, are
prepared at startup and switched on only with the feature, and off again
once the HUD corner and the game's speed are given back: switched off, the
game never calls them and the physics step pays nothing. The skeleton mesh
is read the first time it is on; only the images are read at startup,
since the overlay builds its atlas once. The renderer's picture of the
skater is read only while a bail shows. The menu's switch reads the
overlay model like the others. Every address is in the build table with a
fingerprint checked before use. Extension/HallOfMeat/README.md describes
the parts; its tests build with DINGOSDK_BUILD_HALL_OF_MEAT_TESTS.

The slow motion changes SimulationTime's rate, frame cap and time scale as
a session override and steps the local skater along, since skate. sets a
skater's step only when it builds its core. It runs the same at every
break, but never faster than the game ran: with the trainer's game speed
below 1 it only takes the part that is slower still. Afterwards it writes
back what it found, each setting only while it still holds what the slow
motion wrote, so the trainer's speed comes back as it was; a setting
changed from elsewhere meanwhile is left as it is and ends that slow
motion. named_setting_value reads a setting's value for it.

Tuned in play: a bruise from 7 m/s and a break from 12 m/s along the
contact normal (raised twice: a hard fall on flat ground broke bones), a
break worth ten of the lightest hits (a heavy bail's hits and breaks
outweighed the rest of the card) and a fall half of skate. 3's rate.

Fix: the overlay now draws in the back buffer's pixels, not the window's,
so it lines up on displays Windows scales (1920x1080 borderless on 4K).

The skater's render hooks, its skeleton and its body maps were first
found by gBGYo's ReSkate fork (github.com/gBGYo/ReSkate).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 15:29:38 +02:00
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
andrewnakasandClaude Opus 5.5 8eedd0a5c4 Add the ReSkate Trainer: a TRAINER page with live physics tuning, presets, practice tools and jump telemetry
All new code is in Extension/Trainer. The game thread owns the trainer's state; the menu
page only queues `trainer ...` console commands and reads two snapshots.

- physics_tuning_model keeps the field and curve names the game's EBX carries, so the
  editable table is built at run time from the player's own data.
- physics_tuning exports game_tuning / read_live / write_live / refresh_skater, with the
  same field whitelist and curve rules as the session sync.
- no_bail publishes the physics state the local skater's selector last chose (air time,
  wipeouts).
- A guest under host tuning cannot edit; teleports follow the host's noclip permission.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-03 09:49:58 -06:00
AyeZeeBB ca1d82f636 1.0.0 Release! 2026-10-02 14:40:41 -05:00