Commit Graph
124 Commits
Author SHA1 Message Date
zeex64 878d3abf8a Merge pull request #379 from system-conf/mod-list-plugins
Launcher: plugin-only mods no longer say "nothing to load", and a mod off Thunderstore shows its own icon.png
2026-10-26 17:48:00 -05:00
gbgyo 550887162f Effects: release stale resources and require resident assets
Resolve private effects only from the level-wide Game compartment and validate
their resident declarations with the same parser used by the mod merge.

Release surviving native services during world changes, check decal realm
ownership before cleanup, defer ordinary off-thread releases, and prune expired
VM handles so they return their quota. Size the temporary decal allowance from
the live count while preserving external settings changes.

Gate contact geometry behind events.physics.geometry, document the manifest
migration, and test Blood impacts through the plugin host using its own manifest.
Add regression coverage for residency, lifetime, quota and draw-budget handling.

Validation: Release builds of the runtime and plugin/effect test targets succeed.
The plugins, effect_geometry and effect_lifetime tests pass. Existing MSBuild
asset-directory dependency warnings remain; native visuals need an in-game check.
2026-10-26 22:19:43 +03:00
system.confandClaude Opus 5.5 6161642ade Launcher: plugin-only mods no longer say "nothing to load", and a mod off Thunderstore shows its own icon.png
The Mods page judged a mod empty when it had no layout.toc, reskate-levels.json or parks, so a
plugin (reskate-plugin.json with an "entry"), music, objects or variants mod got the
"nothing to load" warning although the game loads it. mods::has_content now decides that from
what mod_contents lists (or variants), for the launcher and the catalogue's log note alike.

Icons came only from the Thunderstore listing, so a mod installed by hand or not yet published
showed an empty square. Without a package, the icon.png in the mod's folder is read on the icon
worker instead.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 17:35:55 +03:00
AyeZeeBB 2ef8b7b397 Shaders: of two usable custom graphs under an alias-only winner, the higher-priority pack's is kept
The promotion loop went through the edits in the order they were absorbed, lowest priority first,
and kept the first usable graph, so a lower pack's graph won and the higher pack's private rows
were dropped. It now looks from the highest priority down. The archive test covers two custom packs
with their own bytecode and different second programs (it runs with a game root, as the other
archive checks do).
2026-10-25 14:50:36 -05:00
AyeZeeBB d6c8c709d4 Merge pull request #359 from hypnomalice/runtime/custom-material-coexistence
Mods: preserve bundle-owned shader graphs alongside stock material aliases

Conflict with #363 resolved by keeping both: its native variant addition tests and the shader
selection tests in mod_merge_added_assets_tests.cpp, run from one main().
2026-10-25 14:39:12 -05:00
AyeZeeBB 7170938799 Merge pull request #358 from hypnomalice/runtime/declared-board-materials
Plugins: support declared colour inputs on mod-owned board materials

Conflicts with #363 resolved by keeping both: reconcile_variant_additions beside
active_mod_sources in mod_catalog.h, and both test targets in cmake/Apps.cmake.
2026-10-25 14:38:17 -05:00
zeex64 80a9251cc0 Merge pull request #363 from hypnomalice/runtime/variant-additions-cooperation
Mods: permit checked private additions beside opted-in variants
2026-10-25 14:35:48 -05:00
hypnomalice 8f3611e283 Shaders: validate retained graphs and preserve safe aliases 2026-10-25 10:54:20 +00:00
hypnomalice e17aabe37c Materials: refresh declarations only after applied sources or files change 2026-10-25 10:31:57 +00:00
hypnomalice bcee9b0e49 Mods: withdraw stale variant admissions after exclusions and retries 2026-10-25 08:36:19 +00:00
AyeZeeBB 788eb98352 Mods: a chunk no list describes gets an owner hash and meta in the merged bundle, instead of an empty record the game reads through null
merge_chunk_metadata gave such a chunk a record with no fields. The game's reader (0x41af080) takes
a record without "h64" as a "g" record and, with no "g" either, reads its guid through null
(Skate.exe+0x15b2c34: computerK-Fingerboard adds its grip texture to a game deck bundle whose list
has no record for it). The record is now an owner hash no resource has, with an empty meta, which
the game passes over.
2026-10-24 22:47:02 -05:00
hypnomalice 8a2647d7b4 Mods: admit and project native private additions beside an opted-in variant 2026-10-25 01:49:46 +00:00
hypnomalice 42db7a7d38 Mods: read bounded two-sided variant addition declarations 2026-10-25 01:49:46 +00:00
hypnomalice e9233f25f1 Mods: plan opt-in private additions without restoring variant removals 2026-10-25 01:49:46 +00:00
hypnomalice 37bd464576 Mods: keep payload order when a bundle manifest is not first 2026-10-25 01:49:46 +00:00
hypnomalice 00aef90a34 Mods: retain bundle-owned custom programs alongside verified stock aliases 2026-10-25 01:34:24 +01:00
hypnomalice 744ced7209 Tests: audit bundle shader graph ownership and surface excluded material rows 2026-10-25 00:52:57 +01:00
hypnomalice ea13e8c22c Mods: preserve the selected bundle shader graph instead of importing foreign heaps 2026-10-25 00:09:14 +01:00
hypnomalice c29cffdf9b Plugins: enforce declared input ownership and preserve holds through rebuilds 2026-10-25 00:01:46 +01:00
hypnomalice 4c2b500a99 Plugins: hold declared colour inputs on mod-owned board materials 2026-10-24 22:51:59 +01:00
hypnomalice 0a145850ba Mods: merge independent shader graphs and preserve additive variant bundles 2026-10-24 22:50:36 +01:00
AyeZeeBB 55a7342dc6 Multiplayer: dedicated servers require plugins, and players get them and the map on one card
A server lists Thunderstore packages in plugins.required ("Owner-Name", or "Owner-Name-1.2.3"
for at least that version, at most 16). It checks each on Thunderstore as it starts and leaves
out one not listed as a plugin, and sends the rest with its map offer (protocol 55).

A joining player's game checks them before the server's map loads. Those missing, switched off
or too old go on one card with the map when that is missing too, so the player is asked once.
GET ALL downloads and installs each, switches on any that were off, runs one live merge when
any brings game data, and joins; CANCEL leaves. The game fetches a package only when
Thunderstore lists it as a plugin and it installs as one (a reskate-plugin.json naming Luau
code), whatever a server asks; anything else is taken out again, so a cosmetic can never be
required.

map_download handles a list of packages instead of one map, and the Thunderstore chooser takes
the category it needs. A map alone keeps its card as it was.
2026-10-24 12:00:09 -05:00
AyeZeeBB e2d12a701d Launcher: plugin mods show as Plugin instead of Nothing, and UPDATE sits after the version it brings
The mod list now notices a reskate-plugin.json that names an entry, reskate-objects.json and
reskate-music.json, and mods::mod_contents lists what a mod holds, most telling first. The
launcher's Type column shows the first of them (with "+" when there are more, all of them on
hover), and the in-game Mods page joins them. A reskate-plugin.json with only variants or
resident assets is not a plugin.

The UPDATE button moved from its own spot before the Type column to right after the blue
old -> new version, cutting a long name short rather than pushing into Type.
2026-10-24 11:24:20 -05:00
AyeZeeBB 1b613b0dce Merge pull request #347 from snubroot/feat/mod-object-families
Objects: mods name their Quick Drop objects and group them into families with reskate-objects.json
2026-10-23 16:00:06 -05:00
Robin MoellerandClaude Opus 5.5 4500184b48 Build: the plugin tests build and run on Linux
dingosdk_plugin_tests covers the plugin sandbox and every reskate.* API,
but it only built on Windows, so contributors without Windows could not
run it. Now it builds wherever DINGOSDK_BUILD_PLUGIN_TESTS is on. On
Linux the test target adds plugin_discovery.cpp and mod_list.cpp itself,
because the Linux plugins library leaves out finding plugins among the
mods. The other tests in that group stay Windows only.

mod_list.cpp replaced mods.json and the exclusion list with MoveFileExW.
That code is unchanged under _WIN32. Elsewhere it uses
std::filesystem::rename, which replaces the file in one step on POSIX,
and the error message comes from the error_code.

Ran on Linux (Debian trixie, linux-x64 preset with the plugin and
multiplayer tests on): dingosdk_plugin_tests, dingosdk_server and
dingosdk_server_plugin_tests build, and ctest passes plugins ("plugin
tests passed (15 skipped)", the gitignored contrib/plugins) and
server_plugins. The Windows build was not run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Hs7xxJDf6SDcQUaXnzmtL5
2026-10-23 14:19:25 +02:00
snubroot e8031fe8e3 Objects: mods name their Quick Drop objects and group them into families with reskate-objects.json
A mod's objects each got a tile of their own, titled with the raw key, so sizes or colours of one
object could not share a tile and X / Square had nothing to pick from. A reskate-objects.json in the
mod folder now gives them titles, families and categories, read at startup into a mod_objects map
kept apart from the game's own items. It only adds: taken ids and the game's items are left out.
2026-10-23 02:37:51 -04:00
AyeZeeBB 89a97caed7 Plugins: an item grid's own list and marks, items worn on top, keys kept from the game, the menu's category icons
General APIs from pull request 269 (the player's own item tabs and outfit layers), whose tabs,
panels and prompts are now a plugin's (contrib/plugins/item-tabs, kept on this machine):
- reskate.menu.grid_show(keys): a plugin's list in the item grid that has the focus, drawn from
  every grid of the screen; reskate.menu.grid_mark(keys): the game's check on tiles. menu.grid()
  also says whether a list shows, whether it is empty, and where the grid's own prompts end.
- reskate.outfit.on_top(items) and on_top_state(): items worn on top of the outfit in the slots it
  leaves empty, the item given the slot's category, a slot tried and left if the game reports a
  failed load (ReSkate.layer_slots.txt remembers which load where); paid store items refused.
  Part of the shared outfit service, with reskate.outfit.set.
- reskate.input.game_keys(keys): presses the game does not see, by any way it reads the keyboard;
  "Delete" is a key name.
- d:game_image draws the customization menu's 17 category icons ("cas_tops", ...).
dingosdk_plugin_tests skips the test of a contrib plugin that is not on this machine.
2026-10-21 19:18:01 -05:00
AyeZeeBB 913b4ce422 Merge remote-tracking branch 'origin/main' 2026-10-21 19:01:43 -05:00
AyeZeeBB 89fca92f19 Launcher: official mods removed; their packs are mods like any other
Now that features are Luau plugins, nothing needs mods of ReSkate's own:
- The OFFICIAL tab and its rail tile are gone, with Launcher/official_mods (the backend's list, the
  install, update and sync, and Play's wait for them).
- GET MODS lists and updates Board Break, Road Rash and the rest like any other package, and MY
  MODS no longer marks them Official or keeps them out of UPDATE ALL.
- The merge may leave one out over a conflict like any other mod; the version stamp, the on/off
  helpers and the move out of the old .reskate-official folder are gone from builtin_packs.
- Installed copies stay in Mods as ordinary mods. The retired first Board Break is still left out.
2026-10-21 19:00:55 -05:00
zeex64 70fb13f130 Merge pull request #307 from wilu222/map-prompt-file-size
Show a missing map's zip file size on the join prompt before the download starts
2026-10-21 18:49:57 -05:00
AyeZeeBB f352179785 Merge main into plugins: the trainer (PR 300), object unlocks (290), server browser sort (302) and export bitrate (322)
Resolved where main's trainer meets the plugin branch:
- Board Break, the drone, Road Rash, Hall of Meat and Grind Exits are plugins here, so their
  built-in code stays deleted: the trainer no longer hands Board Break's wear values back (the
  plugin does not tune physics), its QUICK SETTINGS list no longer names Grind Exits or Board
  Break, and the drone's debug action and menu are not brought back.
- The trainer's pump power, gravity, revert boost and transition help run beside the plugins'
  pushes and velocities on each physics step; both sides' new declarations are kept.
- The game's own pad reads go through game_pad_read (the gamepad filter, Dark Pop's D-pad hiding,
  the grind sticks) and then the plugin branch's menu and hidden-button handling.
- The trainer's forced grind settings are noted as the stance like any other value.
2026-10-21 18:26:55 -05:00
zeex64 5b6d9f43d0 Merge pull request #290 from tsullivan13/object-unlocks
Objects: unlock free build-kit objects; Object Browser category icons
2026-10-20 14:17:33 -05:00
AyeZeeBB e6de1dfd64 Plugins: the merge moves plugins' old files out before it deletes its folder
Plugins' files from before Mods/.reskate_plugin_data were still in Mods/.reskate/data, and the
launcher's merge deletes Mods/.reskate before the game ever looks for a plugin's folder: a saved
Deathrace route went at the next launch that rebuilt the merge. mods::keep_plugin_data moves each
plugin's old folder to Mods/.reskate_plugin_data first (whole, or the files a folder there lacks,
its own kept), at the start of every merge; the game still runs it once for a merge that kept its
patch. Checked in the build stamp test.
2026-10-20 14:09:09 -05:00
AyeZeeBB 4d0182eef9 Plugins: a plugin's saved files live in Mods/.reskate_plugin_data, which no merge deletes
reskate.files kept each plugin's folder in Mods/.reskate/data/<plugin>/, inside the merge's own
output, which every full merge deletes: saved Deathrace routes went whenever a mod changed. It is
Mods/.reskate_plugin_data/<plugin>/ now (mod_list.h plugin_data_folder), and what is still in the
old folder moves across the first time the plugin looks for its folder. Deathrace's routes keep
SmokeyDawg58's <map>/<name>.json layout, so routes from his fork copy straight into routes/.
2026-10-20 13:48:21 -05:00
AyeZeeBB af83281b8d Mods: variants, one of several takes on the same game data; Board Break's decks leave the SDK
A mod's reskate-plugin.json can declare "variants" {folder, order, displaces}: each <folder>/<name>/
is a variant, the one chosen (else the first of its order) loads, and every other mod whose layout
lists a displaced bundle is set aside for the run. Choices are kept in
%LOCALAPPDATA%\ReSkate\variants.json. Plugins read and choose their own mod's variants with
reskate.package.variants and reskate.package.choose (permission "variants"), and fit every board
for a deck that is not the game's own with reskate.board.fit {plates, axle}.

The board-break plugin, which ships inside the Board Break deck pack, declares the pack's decks as
variants, picks the deck on its own page and with `boardbreak deck`, reads each deck.ini and fits
the boards. Gone from the SDK: breakable_deck, the deck catalog, the MODS page's deck card, the
boarddeck command and the Board_Break_<Name> folder naming.
2026-10-20 01:31:50 -05:00
AyeZeeBB e14064250c Merge: a plugin mod's resident assets stay when a map replaces their bundle, and the merge never writes into a mod's own folder
reskate-plugin.json's "resident" list names the assets a mod's bundles keep (world objects and HUD
widgets the game picks at run time, and their shader block depots), so they survive another mod
replacing that bundle. Scanning now uses lexically_relative, so a mod folder that is a junction no
longer yields ../ paths, and every output path is checked to be inside the merge output. Chunk
metadata audit failures are fixed; the full merge audit passes.
2026-10-20 01:04:37 -05:00
AyeZeeBB 0ff96018d0 Throwdowns: plugin modes on the native Throwdowns page, which is SmokeyDawg58's logo grid
reskate.throwdowns.mode{...} adds a mode to the game's own Throwdowns page: a card on
the picker, the real Spot Battle setup page relabelled with the mode's name, logo,
description, players, timer and rows (sliders, choices, buttons), and the native start
flag. The plugin hears throwdown_mode events (opened, setting, button, placed with the
flag's position and heading, start, leave, cancelled) and runs the mode itself;
release_flag takes the flag down. The flag's queue never starts a Spot Battle: its
waiting card's Start goes to the plugin, MaxPlayers is held at 10 and it is never
relayed as a drop. After SmokeyDawg58's one_up_menu and one_up_placement
(reskate-custom-mods), generalised over a mode registry.

The page is his 4-column logo grid whether or not a plugin has a mode. Its widgets and
grid records, and the game assets it uses that only some levels load, ship in
ReSkate.dll as the throwdown_menu built-in pack, taken from his asset mod's FBMOD
(dingosdk_ebx_pick trims the asset list in place). A mode's logo is a texture path in
its own mod, so no mod edits the shared list. The FPV drone is no longer a built-in pack.

Native menu data: text initialization, change-only writes, retained array publication,
owned-model rollback. Tests: registry and setup helpers, the plugin API, a test plugin
with two modes.
2026-10-19 18:38:10 -05:00
AyeZeeBB 2d3b77701d Plugins: drone, Board Break and Road Rash are plugin mods now; their C++ is gone
The three features are Lua plugins in contrib/plugins (fpv-drone, board-break,
road-rash), built on what this adds to the plugin API: flight input, gamepad and
joystick reads with input capture, a rolled camera, a package's own sounds and a
synthesised motor (plugin_sound, plugin_wave, motor_synth), the skater's physics
events (skater_events), items worn over the outfit (outfit_overlay, skater_items),
the board's bones (board_pose), skater animation (anim_core), plugin images,
throwdowns started for chosen players, and server copies of plugins on a lobby
host and the dedicated server (server_plugins).

Removed from core: Extension/RoadRash, Extension/BoardBreak, the drone's flight,
radio, follow, OSD, beacon, outfit and sound code, its prop models (native_prop),
the DRONE, BOARD BREAK and ROAD RASH menu pages, home tiles and native menu rows,
their console commands, the drone follow debug action, the drone marker packet
(kind 36 stays unused; the roster keeps its byte) and the server's drones setting.

Kept in core, since every board needs it whichever plugins run: the breakable
deck packs (breakable_deck: which deck, its label and wheel spacing, the
boarddeck command and the BREAKABLE DECK card on the Mods page), and board_pose
keeping a deck pack's stretches out of sight, the baseplates on the deck and the
wheels at the deck's spacing on every board.
2026-10-19 16:22:15 -05:00
wilu222 f737e5b51f Show a missing map's zip size on the join prompt before the download starts 2026-10-18 19:17:07 -04:00
AyeZeeBB fffd34ca80 Mods: conflicts resolved in MY MODS, official mods live in Mods, and big maps merge faster
MY MODS: a table with an animated drag for the load order, a conflicts bar with Check conflicts, and a Resolve popup whose choices are kept. The check runs at startup and after changes; conflicts no longer show as problems, block Play, or hold mod files during an update.
Conflicts: only game EBX that cannot be combined, or Lua scripts with different versions; colourways and same-name additions are not conflicts.
Official mods: installed in Mods/<Namespace-Name> and turned on or off through mods.json, so they show in MY MODS; the old .reskate-official folder is moved over.
Merge: a scan cache (Mods/.reskate-scan.txt) keeps each unchanged mod's repair, mesh and texture scans, so big maps are not re-read every merge.
Launcher: an announcement from the backend shows under STATUS, with HIDE.
2026-10-18 16:33:53 -05:00
AyeZeeBB db99ed4d72 Mods: two mods that conflict load only the higher one, found before the merge
Where two mods change one of the game's assets in ways that cannot both be
in the game (a resource or chunk changed differently, an EBX whose changes
cannot be combined, different assets added under one name), the one lower
in the load order is left out whole, so neither loads half its changes.
The merge used to keep the higher copy of each asset and lose the rest of
the lower mod's change silently, which broke Skaterize beside deckorate.

A check before the merge (find_conflicts) reads only the bundles two or
more mods ship and applies the merge's rule: about 2 s for 296 mods, on
several threads, each mod's copy of a bundle by itself. When it finds
conflicts nothing is built, the catalog leaves the losing mods out and
merges once. The merge keeps its own check behind it, tracking per asset
the last change a mod made itself, so a change carried through other mods'
copies is still caught. A conflict is remembered in .reskate-excluded.json
with the mod it lost to, and stays out while both are unchanged and the
winner still loads above it.

The launcher says "Checking the mods" and "Checking the mods for
conflicts" during those steps. Its mod problems screen says MOD CONFLICT
when that is all there is, and the Mod Manager shows a CONFLICT badge, an
N CONFLICTS banner, a Conflicts filter and, on the mod, which mod it lost
to and how to load it instead.
2026-10-18 01:35:31 -05:00
AyeZeeBB ceb21e0b92 Official mods: installed by the player on the OFFICIAL tab instead of downloaded on every launch
The launcher still reads the list at start and looks up each mod's latest
version, moves in a copy installed from Thunderstore and takes away retired
mods, but it downloads nothing by itself. Each card on the OFFICIAL tab says
NOT INSTALLED, INSTALLED, UPDATE AVAILABLE, DOWNLOADING or UPDATING, with an
INSTALL or UPDATE TO vX button (official_mods::install, on a thread of its
own), OPEN FOLDER once installed, and the On / Off switch beside its pills.
The banner counts how many are installed. Play waits for an install under
way.

Board Break and Road Rash start only when their official mod is installed
and on (mods::official_in_use), and say in the log which it is not; the
menus leave them out otherwise, as when turned off.

The live test (RESKATE_OFFICIAL_LIVE) checks that nothing downloads until
asked, then installs each.
2026-10-17 21:39:50 -05:00
tsullivan13andClaude Opus 5.5 86fea38bcd Objects: unlock free build-kit objects; Object Browser category icons
Many free object-dropper objects were treated as store items and hidden from
the Object Browser and the park editor (pole jams, road signs, bleachers, A
frames, quarter pipes, bowl pieces, ...).

- Items whose record names a neighbourhood rank unlock (field 11) are open,
  even when no rank record lists them as a reward (20 objects, 6 cosmetics).
- Build-kit objects that no record offers, sells or grants are open (169).
  Objects with any offer or bundle grant, and brand collabs (field 24), stay
  reserved: 42 of 439 on build 24855063. Cosmetics are unchanged.
- Object Browser categories use their first object's thumbnail as the tab
  icon instead of the game's empty placeholder.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 19:24:17 -07:00
AyeZeeBB 675ad087f2 Official mods: each can be turned off in the launcher, and then the game leaves it and its feature out
The OFFICIAL tab has an on/off switch on each mod's card, with an OFF pill
while it is off. The list of those turned off is
Mods/.reskate-official/official-off.txt, one folder name a line, which the
launcher's sync never removes. A mod turned off stays downloaded and kept
up to date, but official_packs() leaves it out, so nothing merges it, no
deck comes from it and the in-game Mods page does not list it.

Board Break and Road Rash do not start while their official mod is off,
and say so in the log. The menu model carries that as `off`, and the side
rail, the addon tabs and tiles, the home tiles, the pause menu's settings
and the native tools menu leave them out without a gap. category_tabs
takes a list built at run time for that.

Tests: an official mod turned off stays in place and is left out, comes
back when turned on, and only a plain folder name is written.
2026-10-17 20:55:52 -05:00
AyeZeeBB d15e51e558 Custom maps: the mesh pool follows the map's own meshes, coarser LODs when it is short, and old maps' textures stream
The merge measures each custom map's own meshes, every level of detail of every MeshSet in its
level bundles, into Mods/.reskate/reskate-map-meshes.json. A custom map's mesh streaming pool is
the game's 520 MB and half as much again as those meshes, at most half the video memory free (as
before): most maps have 25 to 70 MB of meshes and reserved 1 to 2 GB for them. When the map needs
more than the card has room for, Mesh.GlobalLodScale goes from the quality preset's 1.25 or 1.5
to 1, so coarser levels take over nearer; the game's value comes back for the next map that fits.

A map's world textures (texture group Worlds_*) flagged to stream that keep every mip with the
bundle, as an older Studio built them (404 MB of PQS Cordoba's), are made to stream as the game's
own do: the bundle keeps the mip tail from a 64 KB block, both first-mip fields of the header and
the chunk record say so, and the sharper mips stream from the chunk the map's TOC lists in full.
Only in a map's own level bundles (Studio keeps cosmetics whole; changing those left a load at
Starting server), and only for chunks whose guid marks them compressed (the streamer reads any
other as raw pixels and copied past what it read).
2026-10-17 17:04:18 -05:00
AyeZeeBB 2ec25df23b Mod merge: costume presets that crash the game's load are repaired, and material rows past the shader programs left out
Master Chief and TASM2 Spider-Man ship appearance presets whose EBX lists a type reference on the
slot of an import, which the game's load reads as a type index and crashes on (Skate.exe+0x3def285
and +0x3def262 in Sentry). The merge now checks every mod's own EBX, including bundles it would pass
through whole, and takes such entries (or a repeated one) out of the copy in the merged patch and of
the copies carried into other mods' bundles; the mod's original still feeds any combine, and the
merge notes say how many per mod and bundle. The check reads only the fixup lists.

A material lookup row pointing past the shader programs the game ships is left out of the merged
lookup, with a note, instead of reaching the shader registry. Tests for both.
2026-10-17 14:27:20 -05:00
AyeZeeBB ab8c9dc6ae Customization: a mod's item card shows the mod, with its icon, inside the game's item card
A mod's item (or one of the game's own a mod changes) keeps three empty description lines, so
the game's item card, which grows upward from a fixed bottom edge, always has room in the same
place; the overlay draws the mod there: its icon (decoded off the render thread into a fourth
texture slot, the last 32 kept), a MOD or CHANGED BY MOD tag, its name, author, version and how
many items it has. The card is placed as the game places its own, measured at many window sizes:
by the smaller of its scales, a 21:9 frame centred on wider screens (the search bar follows it
too). The warning sign the game's focus script gives any description is taken off that notice
each tick while it shows the reserved lines.

The merge's item list records each mod's version and folder (an older list falls back to the mods
loaded at launch). The item grids now run every client tick instead of at the 500 ms
customization pace, follow the highlight between their 40 ms passes, and let go of a grid as soon
as its screen closes, so the card, the search bar and favorites keep up with the player.
2026-10-17 12:04:38 -05:00
AyeZeeBB 4cbec93a3e Customization: a mod's item says which mod it is from
The merge keeps the items the store-copy check reads in every mod and writes them to
Mods/.reskate/reskate-items.json (highest priority first, so an item two mods ship is the one
whose copy the game uses); a live merge keeps the entries of the mods it did not read again, and a
patch built before the file existed is built again once. The game reads it when it builds its
item catalogue: an item a mod adds says "From: <mod> by <author>" under its name, one of the
game's own that a mod changes "Changed by <mod>", unless it has a description of its own.
2026-10-17 10:53:45 -05:00
zeex64 3aebb38832 Merge pull request #271 from worthlessnorms/merge-carried-once
Mod merge: write each carried asset once, not once per map
2026-10-16 20:10:11 -05:00
zeex64 7000db22b0 Merge pull request #275 from worthlessnorms/merge-history
Mod merge: a mod's copy equal to the game's is not recorded for combining
2026-10-16 20:06:43 -05:00