A rebuild builds one segment per key and each needed every key's slot, so a long replay built
them once per segment: the game's rebuild is hooked too and the slots built for its first segment
are kept for the rest of it (per Behaviour and Subject). The segment player is no longer hooked
(it only counted plays for keysmooth status, every frame). The smoothness is a slider beside the
switch in the overlay (sent when let go, as each change rebuilds the open replay's camera) and
Keyframe smoothness (100, 75, 50, 25%) in the pause menu and Mod Options > Visuals. The startup
line logs on the runtime channel.
The game plays the replay camera's framing keys as cubic Hermite segments whose speed changes at
every key (the acceleration jumps there, and it brakes where a channel slows or turns back), so a
free-camera shot surges and settles around each key. keysmooth on rewrites each segment as the game
builds it, so that the game's own player plays the natural cubic spline through every key: speed
and acceleration carry on through the keys, and every key is still met exactly, at its time.
- keysmooth on|off (off by default), keysmooth amount 0..1 (1 by default; 0 is the game's curve)
and keysmooth status; kept in %LOCALAPPDATA%\ReSkate\KeySmooth.settings. Only the free camera
(Behaviour 1) is smoothed; the other camera modes keep the game's curve.
- A switch in Mod Options > Visuals and in the overlay's Skater > Freecam.
- The curve apart from the game, with tests (DINGOSDK_BUILD_REPLAY_KEYFRAMES_TESTS); the hooked
functions are fingerprinted, and a build that differs gets no hook.
- contrib/keyframe-smoothing.md: what it does, how, and what was seen in game.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The ReSkate menu now has two styles, switched with View / F11 or the buttons in its top bar
and saved with the profile (`ui fullscreen`):
- Window: the mouse menu as before, with a side rail of pages in groups.
- Full screen: made for a controller, in the pause menu's look. Pages across the top (LB / RB),
each page's sections as the ONLINE page's tabs (LT / RT), button prompts at the bottom, the
pause menu's sounds, and the pause menu's own Multiplayer pages as ONLINE.
The pages are regrouped: HOME (quick switches and a tile for each page), MAP, BUILD, SKATER
(freecam, first person, cheats), SANDBOX (once Trainer), ADDONS (drone, Board Break, Road
Rash, Hall of Meat, grind exits, music), ONLINE, PROGRESS, MODS, SETTINGS, DEVELOPER.
Full screen, every shared control is drawn for a pad: switches and option rows changed with
left / right one step a press, sliders as steppers that repeat when held, rows of buttons,
and pages that scroll with the right stick. Search boxes and typed values stay in the window.
A pad press takes the menu's focus back and hides the pointer until the mouse moves.
Also: map pictures in the map picker (official loading screens, a mod's icon) with a search
box in the window, Splash and Tutorial Island left out of it; number boxes beside the
window's sliders; the binds in groups, with an action bind to open the menu (`menu`); a menu
size for each style (`ui scalefull`); the time of day stepping from the one last asked for.
Boards wear: hard landings, hits onto rails and ledges, grinding and
slams wear the board of the deck in the game, kept per deck. From a fifth
worn it steers lazier and its trucks go soft (the game's own physics
tuning, outside multiplayer sessions only); a worn board breaks from less
and, worn out, can give way under the rider. A board that broke is a new
one once it is whole again, and the game's own board wear is cleared with
it.
A boardslide, lipslide or darkslide that comes down too hard onto a rail
can snap the board, and the rider goes down with it: No Bail can now be
asked for a wipeout, which goes in as a cause before the selector picks.
Sounds play through XAudio2: a crack by the size of the break, metal when
the board broke on metal (the material comes from the game's contact
effects; which are metal is marked in play or listed by a pack), and the
body's hits in a bail by how hard they land.
The settings are a card on the overlay's Skater page, two rows in Mod
Options and console verbs, kept in BoardBreak.settings. A deck may name
itself and set its wheels wider apart in a deck.ini; Old School and Pig
join the decks the feature knows.
A Pop-out strength setting (10-100%, kept) scales the sideways speed of
trigger-set grind exits, for rails next to a wall, where the full exit
carries the skater into it. 100% is the default and exactly the previous
behaviour.
- ReSkate menu: a slider in the GRIND EXITS card, sent when it is let go,
in steps of 5.
- skate.'s Mod Options and the tools menu: a row stepping 100 / 75 / 50 /
25%.
- Console: grindexit strength <10-100>; kept in control.txt with the
other grind exit settings.
- Below 100%, an exit the game was already sending toward the chosen side
is scaled too, so the setting applies to every trigger-set exit.
LT / RT pressed during a grind pick the side the skater pops out to,
independently of the trick and the body's rotation (both come from the
left stick in skate.'s own controls). Only the sideways part of the
grind pop's launch is replaced, with the game's own sideways speed; the
trick, spin, pop height and along-rail speed are untouched.
- Input Mode: Toe / Heel (character relative, needs the stance) or
Left / Right of the direction of travel.
- Grab guard: a trigger used to pick the side is hidden from the game
until released, so it never starts a grab.
- Lean guard: while a claimed trigger is held in a grind, the left
stick's left/right reaches the game at the pop, so the game's lean
exit cannot drag the board into the rail.
- Off by default; switches in Mod Options > Player, the ReSkate skater
page, the tools menu and the console (grindexit ...). Kept between
sessions.
- Listener slots on existing hooks only: No Bail's physics step, the
trainer's set_trajectory detour, and the overlay's XInput capture.
No new detours. Build-locked to 20260929 through the trainer's byte
check.
Measured on build 25414733: 48 vanilla grind pops, 144 trigger-set
pops. See Extension/Skater/GRIND_EXITS.md.
The deck was only stepped through, one press for the next one. The overlay
now has a card BOARD BREAK DECK with a button for each deck: on the Mods page
above the installed mods, and under the feature's switch on the Skater page.
A deck that is not installed is greyed out, the one in the game is marked, and
a press asks for that deck by name: the mods are applied and the level loads
again with it.
A slam can break the local skater's board at the nose, in the middle or at
the tail. Half the time the grip tape holds the pieces together and the board
folds or an end hangs; otherwise a piece comes off, flies and lies where it
lands. The board is whole again in hand, on riding and on a respawn.
The pieces are four stretches of the deck in a content mod's copy of the
game's one deck model, each on a spare bone of the board's rig. The boards'
render pose hook only moves bones, because the replay records where a bone is
and not its size: a broken board's deck goes away and its stretches go to
where the pieces lie, and a whole board's stretches go away.
The deck the player chose loads first and other mods that bring a deck model
are set aside for the run, without touching mods.json. Another deck is chosen
while the game runs, through a live apply of the mods.
contrib/board-break.md says how it works and how a deck pack is made.
After 10 bails the leg of the side that took more of them shows road dust
and a graze, its arm one bail later; at 14 the marks are bigger and the
other side starts; at 20 they are raw wounds and the face is bruised. A
mark never gets smaller until the player heals. The worst wounds bleed,
or are dry and scabbed with the blood switch off.
The marks are cosmetic items of a content mod (tattoo items for the limbs,
moles items for the face, named RoadRash_<Set>_[<design>_]<level>). Road
Rash puts them into the local skater's recipe with the game's own recipe
copy, after the validation the multiplayer code runs on a peer's outfit.
Nothing is written to the outfit or the profile's skater, and without the
item pack nothing shows and nothing is changed.
A bail is the physics state selector choosing Wipeout (No Bail's watch).
Its side comes from the ragdoll's contacts through Hall of Meat's reader:
impact and slide of the arm and leg bodies that touch something other than
the skater's own board, summed per side while the body is a ragdoll.
Outfit menus. The game feeds a skater's items either from the player's
outfit or from a recipe of the skater's own: after the recipe copy the
skater in the world no longer gets what the player changes in the menus.
So the skater is given back to the game while a game menu is up, with
nothing to show, on healing, when a switch changes and when switched off:
the four words of the item component the copy had changed go back to what
they were and the component is told its feed changed, and the game puts
the outfit's own items back and feeds the skater again. The marks go back
on, over the outfit as it is by then, a second after the menu has gone.
Whose recipe a skater wears is read from the skater at every look: a
respawn hands over the same skater, items and all, as if it were new.
The player's own tattoos and moles stay unless roadrashtattoos is on, and
come back the same way.
The recipe handed to the copy names no item, only hashes, like the game's
own for the local skater: the game changes that skater's items where they
lie, and a name left beside one would stop every later read of the
recipe, the multiplayer code's too.
Console: roadrash, roadrashblood, roadrashtattoos, roadrash heal,
roadrash bails <count>. Menus: Road Rash, Road Rash blood and Heal Road
Rash beside Hall of Meat (Mod Options > Player, the overlay's skater page,
the native tools view). The three choices are saved with the profile.
No new hooks. The rules (side of a fall, levels per count, item names,
decal placement, comparing parameters the game has rounded) are in
road_rash_model.h with their own test target,
DINGOSDK_BUILD_ROAD_RASH_TESTS. Notes and what is not tried yet:
contrib/road-rash.md.
With the game's Camera height control on (Gameplay > Advanced Camera),
R3 on the board switches between the high and the low camera by writing
the opposite of the UseHighCam option. A new switch in SKATER > CAMERA >
FIRST PERSON, "First person in the camera cycle" (off by default), makes
it high -> low -> first person -> high.
- The existing native option hook passes UseHighCam writes to a
listener, so the settings code does not depend on the skater code
- Low -> first person keeps the low camera and turns first person on;
first person -> high turns it off and keeps the high camera
- First person is switched through the menu toggle's own action on the
next client tick, so the player's first-person settings apply as
they are; it only starts on the board, outside Freecam, Noclip and
the Park Editor
- Saved as FirstPerson.CameraCycle; Reset arm settings keeps it
- Add a ctest (first_person_cycle) for the cycle's steps
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Linux and Steam Deck. 2.0.0 did not start under Proton: the launcher said
"ReSkate could not attach to Skate". The block on EA's online services hooks
five of Windows' name lookups and took any failure as fatal, and Wine's ws2_32
has no GetAddrInfoExA. Only getaddrinfo, the one Skate.exe resolves names
through, is required now. The other four are extra cover for anything else in
the process: one that is missing or cannot be hooked is left as it is, with a
line in the log. A function the system does not have cannot be called, so
nothing is left unblocked. On Windows all five are hooked as before.
Vote card. It sat on top of chat and looked like neither the menu nor the
notices. It is now on the middle of the screen's right edge, whatever chat is
doing, as a flat dark tile with a strip of colour down its left: blue while
running, green passed, red failed, grey cancelled. The question is in the
heading font, the bar is under it with the tally below, and Yes and No are
menu tiles with their binds on white keycaps. The server's line that starts a
vote says "the card at the right of your screen".
Hall of Meat. Its row in the Insert overlay now says when No Bail (or noclip,
which includes it) is stopping the bails it scores. The tab it is on,
MOVEMENT, is now GAMEPLAY, and the card FLIGHT & BAILS.
Overlay. Hall of Meat could only be switched from the game's own menu and the
console. The Insert overlay's skater page now has a "Hall of Meat" switch on
the Movement card, under No Bail. It runs the same "hallofmeat 0|1" command, so
both menus agree and the choice is saved with the profile. It is greyed out
when Hall of Meat did not start.
Server. A player who is not an admin and places more than twice the object
limit plus 100 in a minute (a modified game animating objects by respawning
them) had their objects held as they were for a minute. They are now deleted
for everyone, and nothing that player places is shared for the next minute:
without that their game would upload them again at once. The log names the
player once with their SteamID and how many objects went, and they are told in
chat. After the minute only what they place anew is shared.
The server cannot delete the objects in that one player's own game, so they
still see them there; nobody else does.
First person copied the head bone's full rotation into the camera, so every
nod, tilt and wobble of the skater's animation shook the view.
True first person (on by default) splits the head into heading, nod and tilt.
The heading is followed in full; a share of the nod (86%) and of the tilt (0%,
a level horizon) is kept. All three pass a One Euro filter: heavy smoothing
while the head barely moves, little lag in spins (a 720 stays within about
10 degrees). The eye's movement around the body is filtered the same way, and
Head bob sets how much of it is kept. Upside down (flips, bails) the view
blends back to the real head unless Follow flips is off. It runs before the
existing spring arm, which is unchanged; switching it off gives the plain
head camera back exactly.
Third person on foot (off by default) hands the camera back to the game while
the physics state is Offboard (504) and takes it again on the board, through
the same actions as the menu toggle. It only runs while first person is on or
paused by it, and the player's own toggle, Freecam or the Park Editor end it.
New settings are saved with the other FirstPerson.* choices.
Engine/Game/Skater/Test/first_person_stabilize_tests.cpp covers the math.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>