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.
- reskate.skater.joint and reskate.session.joint: where any joint of your skater or another player's is.
- reskate.physics.tuning, find and tune: the trainer's tuning values, a plugin's set over the player's own and never saved.
- reskate.skater.set_velocity: the board's velocity set or added to at the next on-board physics step, in the air too.
- reskate.settings.set and the settings.write permission: a game setting held while the plugin keeps it, then put back; gameplay settings stay locked in multiplayer.
- reskate.skater.pose: joints turned and scaled on top of the animation, in the pose drawn and sent.
- The mesh tests build anim_core, which the session's joint publishing now uses.
- reskate.input.hide hides the right stick and the stick clicks, and reskate.input.mouse reads the mouse's movement and wheel.
- reskate.skater.cruise: cruise control up to a speed, optionally easing down to it.
- reskate.skater.reach and hand: an arm reaching for a point (two-bone IK, Extension/Skater/arm_reach), in the pose drawn and sent, and where a hand joint is.
- reskate.entities.set's attach: an object kept on a joint of your skater or another player's, moved every frame.
- reskate.screen.look and slap: the Filmer branch's VX1000 post-process as a fixed-parameter camcorder look drawn by the overlay.
A plugin names folders in its manifest's "content" (at most 8, with mods.read), and reads them in
every enabled mod: reskate.mods.content(folder) lists each mod's files there (mod, title, path,
size; 1000 at most, four folders down), reskate.mods.read_content(mod, folder, path) reads one (1 MB
at most, never outside that folder). A folder the manifest does not name is refused. Other mods can
then ship data for a plugin with no code: parks for a game mode such as Domination (pull request
279), routes, presets. Checked in the plugin tests, with the manifest's new errors.
Two general trick APIs on the hooks TheRealEJR found for his Rock to Fakie mod (pull request 285):
- tricks.label(from, to) ("hud"): the trick ticker shows `to` where the game's label is exactly
`from`, on the ticker's own call route and in its own buffer only, when it has room; 16 labels a
plugin, given back when it stops.
- tricks.record_as(from, to, within_ms) ("skater.control"): the next trick the recorder gets whose
id is one of `from`, within the window, is recorded as `to`, through a changed copy of the packet.
One ask a plugin, used once; refused while a throwdown runs, as trick replacements are.
The hooks pass everything on unchanged while no plugin asks.
contrib/plugins/rock-to-fakie is his feature in Lua: while the physics state holds a stall (400 or
401) the ticker shows Rock to Fakie for a Board Stall or a Lip Stall, and B pressed in it asks that
the stall be recorded as the game's fakie_rock (187). Off until `rocktofakie on`. Checked in the
plugin tests, with the new functions' permissions.
- match.teleports lets through only the publishing plugin's own teleports, and only while its
match runs (its HUD is active, or the native flag is one of its modes); it was merged across
every plugin and checked no match.
- A mode's timer of 0 or past an hour no longer makes its card do nothing: the native flag takes
it as 1 to 3600 s. flag.begin's seconds are checked as 1 to 3600, as the flag takes them.
- skater.push and hold(true) return false with a reason without the stock physics, where they
were dropped unseen.
- telemetry's slam and struck are news since each plugin's own last read; reading them cleared
them for every plugin.
- A banner or callout of a new match shows whatever serial it starts from, and a document without
the slot no longer resets its serial.
- SmokeyDawg58's placement no longer divides input.wheel's whole notches by WHEEL_DELTA again.
The new services and throwdown kit API files use add_functions and the shared
helpers; add_functions opens a read-only parent for reskate.throwdowns.flag.
throwdowns.release_flag stays removed, as plugins has it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Plugins register modes (card, replaces, order, flag, players) and publish documents through
reskate.throwdowns.ui: the setup page, the waiting card, HUD slots themed on the game's HUD_<theme>_*
widgets, the match panel, flags and match restrictions. SmokeyDawg58's native plumbing
(throwdown_menu.cpp and its .inl files) renders them and posts throwdown_ui events back. kit::flag
is the one native flag registration. General services added for it: reskate.files, reskate.ui.dialog,
reskate.skater push/hold/bone_cam, reskate.camera.pad_flight, reskate.physics competition,
reskate.session.world, reskate.tricks feed/gesture, and world entities.
His ten modes are now Lua in his plugin: the rules, referee and wire (td/rules, referee, wire), and
every page and HUD document (td/ui*.lua). Extension/Modes and reskate.modes are gone, along with
every race and 1-UP branch in the SDK. The plugin test drives each mode through kit events.
A native setup page is never written to while it closes into flag placement: its rows are not
republished, the stock page is put back once the exit is over, and the stock Players slider is left
alone while a plugin flag is out. This fixes the crashes on the Deathrace button and on 1-UP's
Confirm.