2.1.2 left such an actor alive and forgotten. When the level went, the game released its parent
through the same pointer, took one off the byte below the parent's vtable pointer and called
through it (Skate.exe+0x2b8092f and +0x2b7fcfb, every report after the "link ... is damaged"
warning with the same bus). A link exactly one less than the parent the bus also holds at +0x48 is
now repaired before the destroy; other damage is still left alive. What shortens the link is not
known yet.
From 2.1.1's Sentry reports (60,000 in three days, 2026-10-21):
- Textures: a stale render texture handle takes the game's default texture instead of reading
through null (Skate.exe+0x3e897fb, a third of all reports, every one with TheVlixOne-Nike_Pack 2.3.x).
- Physics: the wake pass's bitset is made as long as the world's owner list once indices pass
20000, after long multiplayer sessions (+0x3d99e2f, +0x3d9ee43, +0x3d9ee47).
- Music: more than 1024 candidates are picked by ReSkate; the game's shuffle wrote past its stack table.
- Streaming: a staged read's piece that reaches past its 64 KB buffer is left unfilled (VCRUNTIME memcpy).
- Multiplayer: a remote skater or board whose parent bus link is damaged is left alive instead of
destroyed (+0x2b94cd0).
- Mesh pool: on an integrated GPU its budget is capped by the RAM and page file free; the Memory
line says what the PC has left.
Launcher:
- A folder with non-ASCII letters is a hard stop (the boot crash +0x18df4cf came after "Start anyway").
- The game's data files are checked against the supported build's sizes (from Steam's manifest);
missing, cut-short or online-only files send the player to verifying.
- One game per folder: the launcher will not merge or start while one runs there, and ReSkate.dll
holds the folder's mutex.
- Advice on the ready screen for PCs short of RAM and page file; reports carry pc.ram_gb and
pc.commit_free_gb.
Stuck loads:
- A load in one stage for two minutes sends a stuck-load report (every thread's stack and the log,
error.type stall, load.stage, load.seconds) while the game goes on (crash protocol 6).
- A load the player closes sends its timing with the stage it was in.
Logs: the PanelTrace diagnostics and the neighborhood unlock override's observation lines are gone.
Another player's skater starts as a copy of this player's own and their outfit
is put on after. An outfit that is refused leaves them as that copy: a player
reported everyone on a server looking like their own character.
Nothing was written when that happened. The reason only showed as the
"Cosmetics:" line in the multiplayer menu's player details, so a report had
nothing to go on. A refused outfit now logs a warning with the reason, three
times per reason and then every 200th: "a player's outfit could not be shown,
so they look like you (N so far): ...". Waiting for a player's actors, the
ordinary start of every player, is not logged.
The cause of the report is not known yet. The likeliest is a mod on that
player's side that changes the skater's customization layout, which makes
every other player's outfit fail the layout check.
Cap outfit packets and stop dropping recipients when a relay cannot be
built. Add per-player relay limits for outfits, skater sound and voice,
and a back-off for Steam IDs that keep failing to join.
Throwdowns: only participants can write rows, turns and scores; a copy
that fails to spawn no longer blocks the others.
Throttle remote skater and skateboard re-creation, cap remote objects
per session, and show developer and friend marks only for identities
Steam vouches for. Route all connections through Steam's relays.
Dedicated server: validate map changes, clean player names, keep vote
cooldowns across reconnects, and cut ban labels on a character boundary.