Commit Graph
34 Commits
Author SHA1 Message Date
juan 7fe51ecf26 Merge upstream/main (v1.0.5/v1.0.6): best-GPU launcher, per-archive mod index, UTF-8 paths
- Conflict in launcher_support.h: kept Linux guards, took upstream's
  validated_remote_load_library(note) signature + comment.
- Upstream's path_utf8() helper is portable; merged cleanly into the
  Linux closure. Build + 8/8 portable ctest green.
2026-10-03 21:37:35 -03:00
AyeZeeBB f815658bf1 Draw the launcher on the best GPU; hide the CoreGameAssets layer
A blank launcher window (Launcher/gui_renderer.cpp, Launcher/gui.cpp)

Reported as a launcher that showed nothing, from someone with a GT 1030.
The log named the card it had used: Intel HD Graphics 4600, the onboard
chip beside it.
- D3D12CreateDevice(nullptr, ...) takes whichever adapter DXGI lists
  first, which on a PC with onboard graphics beside a real card is the
  onboard one. It now walks EnumAdapterByGpuPreference with
  HIGH_PERFORMANCE, skips software adapters and takes the first that
  gives a device, as a game would. The old default adapter and WARP
  remain behind it, so no working setup loses its device.
- That chip's Direct3D 12 driver cannot build a pipeline, and the ImGui
  backend creates one on the first frame while ignoring whether it
  worked (imgui_impl_dx12.cpp:792). Every draw then does nothing and the
  window shows only ClearRenderTargetView's colour, which is near black.
  Untextured shapes sample the font atlas's white pixel, so a failed
  atlas looks identical -- the drawn background disappears with the
  text. The pipeline and font texture are built in init now and checked,
  and a failure says to update the driver and that the card may be below
  what ReSkate and skate. need.
- None of this was diagnosable, because the renderer logged nothing at
  all. It now records the adapter, its memory and whether it is the
  software fallback; the window size, scale, system DPI and work area;
  the font atlas size and whether it built; and the first frame drawn.
  Those four lines are what turned "blank window, healthy log" into the
  two bugs above, and they separate a missing device from a missing
  pipeline from a window that draws and is still black.

World layers (Engine/Vfs/world_layer_scan.cpp)
- CoreGameAssets had a row like any other, and switching it off took the
  world away with no clue which row had done it. essential_layer keeps
  its node, so its children are still found and still switchable, and
  drops its row -- which removes it from the menu, from "world <key>
  off" and from layer sync at once, rather than hiding it in one place
  and leaving it reachable from another.
- Choices are stored by row key, not by index, so no saved setting
  shifts, and an "off" already stored for it has no row to apply to: a
  profile that turned it off fixes itself on the next launch.
- The cache stamp goes to 2, so a cache written before this is rebuilt
  instead of keeping the row alive on existing installs.
- The scan test asserted one row per node, which this breaks on purpose.
  It now checks the counts differ, that no row's key holds
  "coregameassets", and that the node is still there. Against a real
  install: 262 rows to 261, six maps, passing.
v1.0.6
2026-10-03 19:21:51 -05:00
AyeZeeBB 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.
v1.0.5
2026-10-03 18:30:28 -05:00
AyeZeeBB 1004e012bf Write paths as UTF-8, not the ANSI code page
A player whose game sat under a folder named U+200E (left-to-right mark,
an invisible directory on their Desktop) could not launch: the status
tile read "No mapping for the Unicode character exists in the target
multi-byte code page". Nothing was wrong with their mods, and the merge
in their log had just succeeded.

fs::path::string() converts to the process's ANSI code page and throws
exactly that when a character has no mapping there. initfs.cpp called it
on the normal path, not in an error handler, so exporting loose files
threw on every launch. Their log stops right where that export begins.
Cyrillic, CJK or accented characters in an install path do the same on a
code page that cannot hold them.

- path_utf8() in Engine/Core/Platform/path_text.h: UTF-8 represents every
  path Windows allows, so it never throws.
- Every path that becomes a narrow string uses it -- 35 of them across 13
  files. Most are log lines and error messages, which were a second trap:
  reporting a problem with a path threw this instead of the problem.
- The ~45 .string() calls on Json values are untouched; those are not
  paths.

Nothing changes for an ASCII path, where both encodings agree, and a path
that is not ASCII had no working behaviour to preserve.

Reported with a log by a player on Discord. Moving the game to an ordinary
folder works around it on an unpatched build.
2026-10-03 17:36:12 -05:00
juan e00fbe95dd CI: bundle Steam libs in Linux asset
Fetch libsteam_api.so (SDK redist mirror, export-verified) and
steamclient+tier0/vstdlib (SteamCMD app 1007) and stage them into
ReSkateServer-Linux-<version>, mirroring the Windows zip's DLLs.
2026-10-03 19:23:31 -03:00
juan 88fb78aaca Merge upstream/main (v1.0.4): mod install naming, settings cache fix, Proton detect
- Conflict in cmake/Apps.cmake: kept Linux WIN32 guards, took upstream's
  Launcher/problem.h source + dingosdk_mods link.
- Upstream touched Windows-only areas; Linux server closure untouched.
- Verified: Linux configure + build + 8/8 portable ctest green.
2026-10-03 19:15:04 -03:00
AyeZeeBB 201571c225 Merge mods before launch; name the mod that could not be merged
A mod the merge could not use was left out silently. The game started
without it, three minutes into a loading screen, and only ReSkate.log said
which one.

Merging before launch
- PLAY runs the merge the game would have run behind its splash, on the
  launcher's worker, with the step and progress on the STATUS tile
  (Phase::merging). The launcher links dingosdk_mods for it, which costs
  about 600 KB of exe.
- When every mod merges, the launch goes ahead and the game's own
  load_catalog finds the patch already built, so the splash is shorter
  rather than the work being done twice.
- When mods were left out, the launch stops at Phase::mods_broken and a
  dialog names each one and its first problem, with three ways on: switch
  them off and play (which writes mods.json, so the next launch does not
  rediscover it the hard way), open the mod manager, or play anyway.
- Mods built for another game version do not block. They already have
  their own notice and message box, and blocking on them would stop play
  after every Steam update.
- The launcher resolves -dataPath out of the extra-arguments setting, so
  it merges against the root the game will read.

One SDK identity for both binaries
- Two places recorded "which ReSkate did this" as the module the code was
  running in, which is ReSkate.dll in the game and ReSkateLauncher.exe in
  the launcher now that both merge. merge_fingerprint hashes it, so the
  game matched no stamp the launcher wrote and merged everything a second
  time; sdk_identity keys the exclusions file, so each would have called
  the other's exclusions stale.
- Both now name ReSkate.dll beside the running executable. Skate.exe and
  ReSkateLauncher.exe sit beside it and launch.cpp enforces that, so the
  two agree, and unlike the data root it does not move under -dataPath.
  The value is unchanged from what the runtime computed before, so nothing
  re-merges on upgrade.

Naming the mod
- In game, a mod left out of the merge altogether said nothing on screen:
  only a mod that merged partially did, which is the lesser failure. Both
  are named now.
- The MOD MANAGER tile says which mod did not load, in the detail line's
  colour rather than a pill, clipped so a long name cannot run under the
  tile's artwork.
- MY MODS carries a line naming them above the list, and NOT LOADED and
  OUTDATED are badges on the row instead of words at the front of its
  summary.

MY MODS reaches Thunderstore parity
- Rows carry the package's icon, the same one the store shows, through a
  shared mod_icon(); a mod that never came from Thunderstore keeps the
  placeholder.
- An update is a button on the row, not a badge you had to open the mod to
  act on, and every row has Uninstall. Rows grew to fit, and "Remove" is
  "Uninstall" throughout.
- No pill for a mod that is up to date: the absence of an update button
  says it, and eight green pills said nothing eight times.

Fixes
- The install panel was drawn on the Mods page's own draw list after its
  children, and ImGui renders a child after its parent, so it was painted
  behind the mod rows along with its Cancel button: installs ran with no
  sign of it. It is its own window over the page now.
- pump_icons, which uploads decoded icons, only ran on the store page, so
  MY MODS showed placeholders until a visit to GET MODS uploaded them for
  it. The page does it for both lists.
- The merge dialog's closing advice overlapped its buttons.
v1.0.4
2026-10-03 17:08:03 -05:00
AyeZeeBB 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.
b763631 gave the settings hooks per-thread caches of saved values that
look a value up again only when profile::Store::changes() advances.
Only whole-profile commits advanced it. Every single save (a setting,
an option, an outfit) goes through Store::Update::commit(), which did
not, so the caches answered with launch-time values for the rest of
the session. native_setting_get also wrote the cached value back over
the new one when the two differed. The saves themselves reached the
database, so profiles are intact.
- Update::commit() advances the counter through Store::note_change(),
  after value_ holds the new values and before the lock is released.
  Store::commit() and the constructor use it too.
- A cache hit needs the whole key text, not the key's address and first
  8 bytes. Many keys share those bytes (egf_enable..., egf_exp_...,
  CRAS_HasSeen...Tab), so a reused address could answer for another
  setting. Still no heap string, store lock or map walk on a hit.
- An outfit that is not loaded or not saved is logged as a warning with
  its reason and preset (local_cosmetic_loadout_rejected). It was a
  debug event, so a player's log never said why an outfit was refused.
  Routine cases stay at debug.
- dingosdk_profile_change_tests (with the park editor tests): each kind
  of save advances changes(), an unchanged save does not, and saved
  values keep their types across a restart.
2026-10-03 16:35:12 -05:00
juan e6f82990d8 Linux console: survive transient FIFO writers
Control pipes driven by one-shot writers (echo cmd > fifo, fleet
tools) close the write end after each line; read()==0 then means
'no writers right now', not EOF. Only treat 0 as end-of-input for
non-FIFOs (/dev/null, files, terminals). Sleep briefly on empty
FIFO polls so POLLHUP does not spin.
2026-10-03 18:34:13 -03:00
AyeZeeBB e56db5d62b Merge branch 'main' of https://github.com/Dingo-Shenanigans/ReSkate 2026-10-03 16:21:14 -05:00
AyeZeeBB ff0633e2ef Detect Steam under Proton, where ActiveUser is never set
Under Steam + Proton on Linux the launcher always reported Steam as
offline, so the game ran on the offline stand-in and servers could not be
joined. steam_signed_in() needs ActiveProcess\ActiveUser, and Proton's
stand-in steam.exe only writes ActiveProcess\pid.
- When ActiveUser is missing and the launcher is running under Proton,
  the account comes from the native Steam client instead: the most recent
  entry in config/loginusers.vdf under STEAM_COMPAT_CLIENT_INSTALL_PATH,
  which Steam sets for compatibility tools and Wine's
  wine_get_dos_file_name maps to a DOS path.
- The Steam name on the launcher's plate and the SteamID that --offline
  reports are read from that directory too. Proton's
  C:\Program Files (x86)\Steam holds no account files, so offline mode
  fell back to 76561197960265729.
- loginusers.vdf's MostRecent key is matched in either case. Steam has
  also written it as "mostrecent", which picked the first account in the
  file instead of the most recent.
Windows is unchanged: the variable and the Wine export are both absent
there, so ActiveUser is still required.
Diagnosed, with a confirmed workaround and the suggested fix, by
BenjaminJAnderson.
Fixes Dingo-Shenanigans/ReSkate#5
Co-authored-by: BenjaminJAnderson <45207455+BenjaminJAnderson@users.noreply.github.com>
2026-10-03 16:21:10 -05:00
zeex64 4325f47acc Merge pull request #2 from Bortlesboat/fix/launcher-mod-install
Preserve nested mod metadata without package replacements
2026-10-03 16:18:57 -05:00
AyeZeeBB 4006d664a0 status row
- The supported build number appears once, on its own row, instead of in
  the advice line and the DOWNLOAD tile as well.
2026-10-03 16:12:48 -05:00
AyeZeeBB aef269497e Rebuild the launcher's mod manager, settings and status tile
The mod browser was a 960x620 panel inside a 1180x680 window, reached from
a tile the same size as SETTINGS. People could not find it, and once they
did there was room for about six mods.

Window
- The design size is 1440x840. Everything is laid out in design units and
  multiplied by g_scale, which now scales down when that would not fit the
  screen's work area, so a small laptop or a high DPI no longer gets a
  window running off under the taskbar.
- The MODS tile is MOD MANAGER: taller than SETTINGS, directly above PLAY,
  with the pending update count as a pill on its subtitle line.
- background.jpg is 1920x1027, so the bigger window is not upscaling a
  1280x720 photo.

Mod manager, a page rather than a panel
- begin_page fills the window and draws its own minimise and close, since
  it covers the main screen's. BACK or Escape leaves it.
- A nav rail holds MY MODS and GET MODS (count badges, blue for the open
  one), the install actions and BACK. Refresh sits with what it refreshes,
  top right of the content.
- Every mod is a full-width row: icon, name, author, description, version
  and downloads, with a blue INSTALL or UPDATE and a tick box on the right.
  Ticking several installs them in one run.
- Clicking a row opens that mod's overview in a popup, replacing the
  side-by-side details pane that halved the list's width.
- virtual_rows draws only the rows a scrolling child actually shows.
  ImGuiListClipper cannot do this, as it assumes every row is a fixed
  height.
- Installing is a centred panel over a dimmed page with the activity, a
  striped bar and Cancel, instead of a progress bar in the footer.

Settings
- The same page and rail: GAME, DISPLAY, KEYS and ADVANCED are nav tiles
  rather than a row of tab buttons, and the content keeps to a 760 px
  column so the explanations stay a readable measure.
- The Steam sign-in, Steam Guard and QR dialogs stay centred panels. They
  are prompts, not pages.

Status and failures
- The STATUS tile carries its state in a coloured edge and a pill (WORKING,
  READY, ACTION NEEDED, PROBLEM), its headline is 22 pt over muted detail,
  and the standing facts (game build, ReSkate version) sit under a rule
  instead of competing with the live status as equal rows.
- Launcher::fail keeps the raw message for the log, and problem.h turns it
  into a headline and the next thing to try. The injection and PE-identity
  failures ("VirtualAllocEx failed", "Injected ReSkate.dll is not present
  in the child module list") all become "ReSkate could not attach to
  Skate", with the anti-virus and overlay advice that actually fixes it;
  the Steam download, a missing or damaged ReSkate.dll, the content cache
  and a shared menu/console key each get their own. Anything unmatched
  keeps its raw text.
- A failed tile grows Open logs and Copy details. Copy details puts the raw
  message and the versions on the clipboard, ready to paste into Discord.
2026-10-03 16:10:55 -05:00
juan fcac674511 Fix Linux Ctrl+C hang, README guide, versioned Linux asset
- console reader: poll()+read() instead of iostream getline; joinable
  thread joined before Steam shutdown/exit (iostream lock deadlock
  needed Ctrl+D before)
- README: Linux dedicated-server setup guide
- CI: version input, tag builds, ReSkateServer-Linux-<version> asset
  with setup script staged at top level
2026-10-03 17:51:14 -03:00
juan 22ed651a88 Add setup-linux-server-libs.sh for Steam .so files
- fetches libsteam_api.so (SDK mirror) + steamclient/tier0/vstdlib
  via SteamCMD app 1007, links ~/.steam/sdk64, verifies exports
- fixes pipefail+grep -q SIGPIPE trap in the nm check
- README: document script as the primary path
2026-10-03 17:39:11 -03:00
juan ef294c05d8 Linux: sockets v013/v012 fallback + Steam lib docs
- SDK 1.65 provides GameServerNetworkingSockets v013, Skate DLL v012;
  try v013 then v012 (superset, same methods used)
- verified live: sign-in, Steam ID, join code, clean shutdown
- README: steamclient sdk64 symlink, version fallback note
2026-10-03 17:30:35 -03:00
juan a5f6176144 Docs: where Linux Steam .so files come from 2026-10-03 17:24:41 -03:00
juan 1d7bd5048e CI: build all targets for ctest + clarify Linux layers
- workflow built only dingosdk_server so ctest binaries missing (Not Run)
- build all targets before ctest
- layers: read works on Linux, export needs Windows game + Oodle;
  document player-cache copy path
2026-10-03 17:17:49 -03:00
juan c0a0475830 CI: Linux server build + artifact
- ubuntu-24.04, cmake preset linux-x64, OpenSSL
- builds dingosdk_server, runs portable ctest, stages ReSkateServer
  + README-linux + service + licenses for download
2026-10-03 17:11:11 -03:00
Juan 5c846cd8ba Linux server docs: preset, README-linux, systemd unit 2026-10-03 16:57:40 -03:00
Juan 9ddbd0c7ce Linux build system: server-only target + portable warnings
- CMakeLists: allow Linux 64-bit, server-only includes, portable tests
- ProjectOptions: MSVC /W4 vs GCC -Wall, version.rc Windows-only
- Core/Dependencies: guard Windows-only libs, OpenSSL for launcher_support
- Apps: launcher/emote Windows-only, server Linux links OpenSSL/dl/pthread
- Fix launcher_support lambda return, cas_codec Oodle guards, steam dlerror crash
2026-10-03 16:57:18 -03:00
Juan eab493987c Port server core to Linux (win32 guards + OpenSSL/dlopen) 2026-10-03 16:49:14 -03:00
AyeZeeBB fa92191fc0 badword fix 2026-10-03 02:04:15 -05:00
zeex64 62b99171db Merge branch 'main' of https://github.com/Dingo-Shenanigans/ReSkate v1.0.3 2026-10-03 01:26:18 -05:00
zeex64 b21448ee06 Update launch.cpp 2026-10-03 01:26:16 -05:00
ReGlitched 2fd92ba989 crash fix + launch arg 2026-10-03 00:23:44 -06:00
ReGlitched fa07f912f4 cool hoodie :D 2026-10-02 23:08:12 -06:00
Bortlesboat c9a7dfce38 Preserve nested mod metadata without package replacements
Only replace a nested metadata file when the package supplies a matching
top-level file. Cover ZIP and folder installs with partial metadata and
case-insensitive package overrides.
2026-10-03 00:31:05 -04:00
AyeZeeBB b763631b77 Trim per-frame multiplayer client work; size mesh pool to the GPU
Mesh streaming pool (fixes loading crashes on older GPUs)
- 1.0.0 forced MeshStreaming.PoolSize to 3.5 GiB on every card. An RX 580
  crashed while loading with DXGI_ERROR_DEVICE_RESET, and the oversized pool
  is the likely cause. The pool is now a quarter of the largest hardware
  adapter's dedicated video memory, capped at 3.5 GiB; cards of 6 GB or less
  keep the game's own 520 MB. The card, its memory and the chosen size are
  logged once at startup.

Remote players (busy servers)
- Transform interpolate is inline plain arithmetic: 22 -> 5.8 ns per joint.
  It was 4% of a busy server's client frame, since every player within
  200 m has the whole skeleton interpolated every frame.
- Players out of the camera's view and more than 8 m away are sampled at
  20 Hz, like far players. Their position still updates every frame for
  collision, sound and nametags, and a player coming into view is sampled
  that frame.

Expression hooks (run for every expression the game executes)
- No profiler zones in the expression hooks: taking a sample switched them
  on, inflating the very samples that measured the hooks.
- The throwdown lab pump does one sorted lookup of the running graph and
  skips everything else for graphs it doesn't watch (graph_throttle gets
  throttled_graph for this).

Settings and memory reads
- Script gameplay-setting and native-setting gets are served from small
  per-thread caches, keyed on the asset/key address, its first 8 name
  bytes and a new profile::Store::changes() counter, instead of a store
  lookup each call.
- Per-frame reads in the client tick, native settings and population
  controls use memory::peek instead of ReadProcessMemory.
- Script error logging probes each argument pointer once.
v1.0.2
2026-10-02 21:07:43 -05:00
AyeZeeBB f7fc909ca7 Revert "Keep launcher alive through Skate startup; trim per-frame client work"
This reverts commit b7932535e5.
2026-10-02 20:19:51 -05:00
AyeZeeBB b7932535e5 Keep launcher alive through Skate startup; trim per-frame client work
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.
v1.0.1
2026-10-02 18:56:57 -05:00
AyeZeeBB ca1d82f636 1.0.0 Release! 2026-10-02 14:40:41 -05:00
AyeZeeBB 706e191fbd Create README.md v1.0.0 2026-10-02 10:26:29 -05:00