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.
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.
- reskate.room.open, leave and state, with the room permission: ReSkate walks the game's menu to the Skaters page (its navigation events and RB on an internal scripted pad, as PR 297 and PR 230 did), draws the local skater on the room's floor and hides the room's own skater and board; other players are not sent the room. Extension/World/character_room, the room placement and hiding in skater_animation, and post_native_ui_event made general.
- reskate.input.text: what is typed while the plugin's screen is open; while it types, Esc is the plugin's.
- Animator Studio opens in its room (the Studio room setting, as the PR's), under its loading screen, or where the skater is when the walk fails; its card's name, trick and numbers are typed into in place.
- 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.
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.
The trainer keeps upstream's page and naming (SANDBOX; noclip, No Bail and
the boosts on Skater > Cheats; the full screen controller menu) with its own
TUNE sections, presets card and search inside. The MOVEMENT tab is gone:
`trainer open movement` opens Skater > Cheats, where the Revert Boost rows
now sit. Upstream's Hardcore preset sits beside Realistic; saving
trainer.json and reading the map file stay off the client thread.
Board Break's wear and the trainer no longer undo each other: wear writes
four tuning values itself, and every trainer write used to put them back to
the trainer's copy (and a level loaded on a worn board took them as stock).
board_break::handling_value() tells the trainer what wear wants; values the
player has not changed are handed back to it, their stock is the game's own.
Tests: Hardcore's check follows the sections (topic, not the old lists);
the session test pokes a flip speed past the trainer's own limit (100).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Merges ReSkate v2.0.9.
- Wallies (the game's own switch) with their measured numbers; double / triple jump, jump
on release and wipeout bounce on foot; foot flip / spin speeds; no speed limit on foot.
- Flip speed and the per-trick Late flip speed now change late flips; Late flip start /
buffer rows.
- The trainer never changes the game's own settings (GAME SETTINGS rows only show them).
- Dark Pop 3.1 (Sivaes/darkpop, GPL-3.0), saved on and off like No Bail; Revert Boost 2.0.
- The search for the game's values walks memory once and shows in the panel.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
skate. reads a DualShock 4 or DualSense without Steam Input through its
own HID reports, not XInput, and the gamepad filter only ran on XInput
reads. With such a pad grind exit triggers never saw a trigger: no side
was picked, and the grab and lean guards did nothing.
The filter now also runs on the game's own native PlayStation reads that
the capture already follows (the ones it neutralises while a menu holds
the input): the report is parsed into XInput's layout, filtered, and the
changed triggers (with their L2/R2 digital bits) and left stick X are
written back in the report's own layout, the Bluetooth CRC refreshed.
The CRC code is shared with the neutral report's.
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.
TUNE as one page of folding sections, presets above the tabs, Skate 3 grind and
transition feel, Dark Pop, manual pop height, slow flips pop higher, per-trick
speeds, and a release audit of stock / resets / presets. See Extension/Trainer/CHANGELOG.md.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wk6Y7hSKoBANMm9ZHbStLg
2.0.4 told a USB DualSense from a Bluetooth one by asking Windows for the
pad's report length, the first time the game read from it. That call was
made inside the ReadFile hook with the HID lock held, and hid.dll's
HidD_GetPreparsedData itself calls GetOverlappedResult and CloseHandle,
which ReSkate also hooks and which take the same lock. Locking it twice
on one thread throws, through hid.dll and the game, and the process ends
without a crash dump: as a DualSense or DualShock 4 was plugged in, or at
startup with one connected.
Nothing is asked of the game's handle now. Windows pads every HID read to
the device's own report length, so the number of bytes read says USB (64)
or Bluetooth (longer). The session-marker fix that the query was for
works from that instead.
Overlay in HDR
- ImGui draws sRGB colours, and the overlay wrote them straight into the
game's HDR buffer, where they came out far too bright and washed out.
The DX12 backend's pixel shader now converts them: to scRGB for an FP16
buffer, and to HDR10 (BT.2020, PQ) for a 10-bit buffer while the display
is in HDR, with white at 200 nits. An SDR buffer is drawn as before.
- The log says which was chosen ("Overlay output: ..."), and now also says
when the game presents in a format the overlay does not draw to, which
left its menus hidden with no reason given.
- Not seen on an HDR display. The changed shader compiles with the D3D
compiler.
DualSense
- While a menu holds the game's input, the reports the game reads from a
PlayStation pad are rewritten as untouched. USB and Bluetooth lay a
report out differently, and the two were told apart by the size of the
buffer the game read into. A USB DualSense read into a larger buffer had
its d-pad byte written as "up", which placed a session marker whenever T
or Insert opened something. The device's own report length decides now.
- The log line for the first rewritten report gives the pad, USB or
Bluetooth, the report and the two lengths.
- Not tested with a DualSense.
Launcher
- The controller pointer learned where the right stick rests while no pad
was being read, which includes the launcher being in the background, and
took the middle for it. A stick that rests off the middle, or a wheel or
throttle on that axis, then steered the pointer for good once the
launcher had the focus again, and the mouse stopped responding until a
restart. Nothing is learned while no pad is read, and a pad that goes
away gives the pointer back. Two tests for it.
Item search
- The cosmetic search bar showed in the world: a grid keeps its focused
item after its screen has gone. It needs the game's menu to be up, and
to have been for a second, as well.
Map downloader
- A host or dedicated server now tells joiners which Thunderstore package
its map comes from (the Mods folder name plus manifest.json).
- A player without the map gets a card: icon, name, author, version and
description, with DOWNLOAD and CANCEL. It works with mouse, keyboard and
controller.
- Only packages listed as Maps in the ReSkate community are offered, and
never deprecated, rejected or NSFW ones.
- On yes the package is downloaded, installed into Mods and applied as a
live mod, then the session loads the map. A small card on the right
shows the progress, so the player can keep skating.
- The player stays connected while it downloads: the host gives a player
who says they are fetching the map up to 45 minutes instead of the
usual load time.
- When the server changes map with the player in it, the card says so.
- Protocol version 47: map package on map_offer and world_state, and a
"fetching the map" flag on map_request and world_ready.
Joining
- The pause-menu server browser shows a CONNECTING card over the page
while a join is under way, and a COULDN'T CONNECT card with the reason
when it does not get in.
- The session and voice tabs no longer show before the player is in.
- Leaving without the map (declined or cancelled download) no longer
counts towards the failed-join limit, on servers and player hosts.
Input
- A card that asks something holds the game's input until the buttons
are released.
- Steam's overlay hooks XInput in front of ReSkate and answers the game
itself, so a controller reached the game behind menus. ReSkate now
hooks that hook as well.
Mod merging
- Mods are read on several threads, at launch and for live merges. A live
merge runs below the game's priority.
- The paid-cosmetics check reads the game's files and the mods on several
threads.
- A live merge reuses the paid-cosmetics verdicts it already has and
reports its progress and timings.
Launcher
- NSFW mods and their categories are not shown in the mod browser.
The reader's input-access counter was defined in input_capture.cpp. Built on
its own, as the launcher's controller support (#63) builds it, the reader
then failed to link with an unresolved overlay_input_access. The counter is
now defined beside the reader; the overlay uses the same one as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>