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3b3dbf8cd767fe9c2d9470ac4e5bf566d3acb2ef
5
Commits
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76330e40bb |
Skater slot, menu and throwdown fixes; MY MODS rework; lobby parties
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 |
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a30a8384f3 |
Keep every mod's cosmetics when two presets share a short name
With several cosmetic mods installed the game crashed as soon as an equipped custom item came into view, and so on every launch after it was equipped. Cosmetic presets (Engine/Resource/bundle_ref_table.*) - The character bundle-reference table says which bundle holds each preset, under the preset's full path and under its leaf name, one row per hash. Mods number their presets alike in different folders (cust_tops/1_ap, cust_bottoms/1_ap), so two mods can share a leaf name. Adding the second preset threw "collides with an existing lookup", the merge fell back to the highest-priority mod's copy of the table, and every other cosmetic mod's presets were unregistered. The game then built the skater with a preset it could not find and called through a bad pointer. - A preset whose leaf name is taken is now added under its full path only; the leaf name stays with the preset that had it. Only a clash of full paths still fails. MergedTable::shadowed lists each such preset with the one that holds its name. Merge log (Engine/Vfs/mod_merge_combine.cpp) - Each mod with shadowed presets gets a line naming how many and an example pair, so an item that shows the wrong preset can be traced to the mods that clash. Checked against 39 installed mods, 15 of them cosmetic: the table combines 274 presets where it used to keep one mod's, all reachable by full path and 267 by leaf name, with the game's own 6264 rows unchanged. The seven left without a leaf row are a naming clash between the mods themselves (two Carhartt packs, a Zero tee and deck); whether the game finds those by full path is not known. bundle_ref_table_tests takes an optional second mod and checks that two mods' presets are all added, in either order, and that a shared leaf name is reported with the preset that holds it. |
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abdda77946 |
Give each mod archive its own index; unblock launches and saves
Mod archives (Engine/Vfs/mod_merge*) - A free archive index no longer has to sit at or below the highest index the layout already declares. The engine keeps archives in a table keyed by layer, install chunk and a 16-bit index, with no range to stay inside; what it cannot survive is a reference to an archive the layout never declared. Indices are taken lowest first, per package directory. - So a mod that collides takes an index of its own and its file is hard linked rather than concatenated, and no two mods share one archive's 4 GB of addressable bytes. Sharing is left for a mod added while the game runs, which has no declared index to take, and for a directory with no index left. - A placement addresses its payload with a 32-bit offset, so both append paths now refuse to cross 4 GB instead of wrapping round and pointing the game at some other payload: CasStore::write fails with the archive that is full, and the live-apply path checks archive 1's size plus the mod's before appending and asks for a restart, which gives the mod an archive of its own anyway. Injection through a hooked LoadLibraryW (Engine/Core/Platform) - A player could not launch at all: "Child LoadLibraryW entry bytes match neither Windows' kernel32 file nor this process". Anti-virus and overlays hook the entry with a jump to a per-process trampoline, so the bytes differ in the launcher and in the child and neither comparison could match. The guard already allowed the same hook when both processes carried it identically, so it refused on an accident of how the hook was written rather than on intent. - inline_jump_length recognises the forms a hooking engine writes (rel32 jmp or call, push/ret, jmp [rip], mov rax/jmp rax, short jmp). When one is present and every byte after it still matches the clean kernel32 file, the launch goes ahead: the body is Windows' own, and the provider image already matched on timestamp, checksum and size. A wholesale replacement is still refused, and now says so. - The failure names the modules loaded into Skate that came from neither Windows nor the game folder, instead of guessing at "security software". An accepted hook is logged as a warning with the same list. Launching (Launcher/launch.cpp) - Exporting loose scripts is a convenience, and a folder that would not take it was failing the whole launch: fs::create_directories threw and nothing caught it. The export is skipped, RESKATE_LOOSE_FILES goes to 0 so the runtime does not look for files that are not there, and Skate starts. Someone whose install is under Program Files can play; only editing loose scripts is lost. Failures worth reading (Launcher/problem.h) - A hooked LoadLibraryW, a refused write and ERROR_ELEVATION_REQUIRED each explain themselves now. Windows reports the last two in the user's own language -- "Zugriff verweigert", "La operación solicitada requiere elevación" -- so the rules key on the operation names and the error number, which are never translated. Saved skaters (Extension/Customization, Extension/Profile) - Outfits stopped saving and every slot showed the standard skater. The load hook marks a preset blocked on entry and clears it only on a full success, so a load refused for a catalog that was not ready yet left the preset blocked for the session and every later save was refused as previous_load_rejected. The game asks once per level load and does not ask again, so one lost race cost a skater until a restart. Logs show the catalog arriving three seconds after the refused load, at startup and again on a map switch 17 minutes later. - The record is remembered in CosmeticRuntime::pending_loads and applied by retry_pending_cosmetic_loads from the customization pump, which already waits for refresh_cosmetic_catalog. The preset stays blocked until a load really succeeds, so nothing is written over the outfit on disk. - Those records belong to the loadout manager's array, which can be replaced in between, so each pointer is checked against the live array exactly as a save checks one -- manager current, begin/end sane, 0x48 stride, at most 10 records, in range and aligned. A record that no longer belongs is dropped as retry_record_moved rather than written through. |
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0b4996e27a |
Fix settings reverting: saves never refreshed the settings caches
Changing a setting in the game's menu did not stick. The camera went
back to high on leaving the menu, grind assist and lean exit stayed at
20 / on, the compass and scoring ticker kept their old state, and the
Experimental tab's "reset to default" returned to whatever was set at
launch.
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ca1d82f636 | 1.0.0 Release! |