Commit Graph
9 Commits
Author SHA1 Message Date
AyeZeeBB 19b42c37b0 Game clips keep the skater's build, the board's trucks ride the deck, and the studio's room and pan
- A clip marks the joints it only turns (Clip::turned_only, kept in the clip file): those keep the
  skater's own position, as the game does; a game trick no longer changed his size.
- While a clip moves the board, its trucks and wheels are held as they were on the deck: the board
  physics shook them.
- The character room's facing is taken once: the Skaters page turned its skater on a right drag, and
  ours turned with it and sprang back.
- A plugin's cursor reads the middle button from Windows and raw input as well: it did not reach
  ImGui in game.
2026-10-20 19:03:52 -05:00
AyeZeeBB 41b5973896 Plugins: the character room and typing into a drawn field, and Animator Studio on both
- 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.
2026-10-20 17:43:40 -05:00
AyeZeeBB 805cd0d6f5 Plugins: Animator Studio's screen 1:1, on general drawing, screen and pose APIs
- The studio plugin draws PR 297's screen itself: skate.'s Trick List menu and card, the joint timeline with key rows, dragging joints on the skater, keyboard and pad controls with their prompts, the unsaved-changes card, the recording strip and the loading screen. It lists a trick library made with tools/make_trick_library.py (the PR's, here beside it), and checks itself with studio test.
- Drawing: d:rough_rect, d:halftone, d:scribble, d:clip, d:measure, a text wrap width, the title_large font, text up to 400, and the loading screen's kickflipping board as d:game_image("loading_board") with a frame.
- reskate.ui.screen with panel = false: input taken, nothing drawn, the plugin draws it.
- reskate.skater.joint gives each joint's parent; reskate.skater.pose takes an offset.
2026-10-20 17:22:19 -05:00
AyeZeeBB 5f65bcf690 Plugins: Animator Studio as a mod, on clip editing, docked screens and the cursor
- reskate.animation: play's at and paused, seek, pause and time; info, sample, joints, trim, edit (keys baked onto a clip) and save; clips named "data:<path>" from the plugin's data folder, "clip:<n>" and "edit:<name>".
- reskate.ui.screen's dock and width: a panel down one side, the game showing beside it.
- reskate.input.cursor: the mouse over the game while the plugin's screen is open.
- contrib/plugins/animator-studio: the Animator Studio of PR 297 (22sh, Fourth Studio, Norms) as a plugin: record a trick, key joints on a timeline, save it, and the trick plays it in game.
2026-10-20 16:43:46 -05:00
AyeZeeBB 64a06aa5a7 Plugins: a PLUGINS section in the menu, with a page for each plugin
Each plugin gets its own page instead of sharing the ADDONS page's PLUGINS
tab: a row per plugin in the window's side rail under PLUGINS, a tab per plugin
full screen. reskate.menu.page(title, build) makes it; the plugin's panels show
as cards under it, and a plugin with panels only gets a page named after it.
A page is built ten times a second, only while the menu shows it.

The menu's own widgets for pages: ui:card(title, subtitle), ui:tabs, ui:note,
ui:warn, ui:info, help text on toggles and dropdowns, a slider's format
("%d%%") and a card's main button. Full-screen screens draw them too.

Road Rash, Board Break, the FPV drone (a tab each for fly, flight, rates,
display and controller), Hall of Meat and grind exits have pages, worded as
their built-in pages were. MUSIC is ADDONS' only addon now.
2026-10-19 17:01:28 -05:00
AyeZeeBB db52508bdb Plugins: Hall of Meat and grind exits are plugin mods now; their C++ is gone
Hall of Meat (contrib/plugins/hall-of-meat) and grind exit triggers
(contrib/plugins/grind-exits) are Lua plugins: the bail model, its Meat card,
each map's best, the trigger rules, settings, console commands and menu panels
are theirs, with their own checks that dingosdk_plugin_tests runs.

What has to run in the game stays in core as plugin services:
- every physics step of the skater (skater_physics, the physics_step event,
  permission events.physics);
- the skater's x-ray (xray, xray_render, xray_skeleton; reskate.skater.xray and
  the draw handler's d:skeleton);
- skate.'s bottom left HUD corner (hud_corner; reskate.hud.corner);
- the game's slow motion, never in a session (game_speed; reskate.time.slow and
  speed, permission game.speed);
- the side of the next pop out of a grind and pad controls kept from the game
  (grind_exit; reskate.skater.grind_exit, the grind_exit event, reskate.input.hide);
- skate.'s own pictures by name (game_images; d:game_image), d:gradient and a
  font for drawn text.

Removed: Extension/HallOfMeat, grind_exit_control and its commands, the HALL OF
MEAT and GRIND EXITS add-on pages, home tile, hub and native menu rows, their
menu models, and the hallofmeat and grindexit built-in commands.
2026-10-19 16:51:28 -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
AyeZeeBB 5c0993afea Plugins: the wider set (phase 3), behind one Game interface the tests fake
- Skater: skater.state() and the skater_state and bail events (events.skater); noclip and boosts
  through the console's own queue, under the host's rules (skater.control); a save point of the
  plugin's own (trainer); the game's HUD hidden while any plugin asks (hud).
- World: park editor objects listed, placed, moved and removed through the editor's own edits and
  the session's object rules (world.objects); time of day, world controls and park rotation as
  the World menu sets them, refused where the host chooses (world.environment); fast travel and
  levels, refused for guests (travel); AI skaters, outside sessions only (world.ai).
- Session: other players' skaters as last heard (session.skaters, a feed the session publishes
  each frame, plugin_session_feed.h); a plugin's tag above a player's nametag (session.nametags);
  voice volume (voice.control); chat lines as events (chat.read) and sending one, one every 3 s
  (chat.send); throwdown state and events (throwdowns).
- Music from outside players (music), progress (progression.read) and game settings
  (settings.read), read only; named actions on keys or pad combos, pressed while the game has the
  input (input); full-screen screens with the input, closed by Esc (ui.screen).
- Libraries and events between plugins: expose, require_plugin, emit, on_plugin; plain data is
  copied across VMs and a plugin in a call cannot be called back into.
- net.http: HTTPS to the hosts reskate-plugin.json's new "domains" lists; no redirects, cookies
  or Windows sign-in; private and local addresses refused; 10 a minute, 4 waiting, 1 MB back.
- Left for engine work (listed in the design doc): respawn and freeze, manuals, the camera, trick
  animations, replays, starting throwdowns, the game's own soundtrack, overlay images, rebinding
  plugin keys in the Binds page, local-only chat lines.
- reskate-test has a wider module (ptest noclip, boost, hidehud, object, night, day, ai, screen,
  bind, music, chat, web by hand); reskate-hostile has chat-spam, edit-spam, travel-spam,
  web-elsewhere, bind-spam and screen-loop.

All host tests pass; not yet tried in game.
2026-10-19 13:49:29 -05:00
AyeZeeBB d884c1c161 Plugins: the rest of the core set (overlay, menu panels, sounds, mods, session and messages)
- overlay: reskate.on("draw", function(d) ...) each tick, with text, rect, line, circle, poly
  and world_text, world_line, world_circle (projected through the camera as the frame draws),
  size and world_to_screen; 4000 shapes a frame. reskate.ui.toast through ReSkate's notices, three
  in 5 s. Images are left for later: they need texture slots in the overlay's renderer.
- menu: reskate.menu.panel(title, build) on a new PLUGINS tab of the ADDONS page, with heading,
  label, separator, button, toggle, slider and dropdown, built ten times a second while it shows.
- audio.ui: the game's menu sounds by name, ten a second. mods.read: installed(name) and list(),
  from the discovery thread's scan.
- session.read: active, is_dedicated, players, me, host, and player_joined / player_left.
  net.session: send(to, message) to the same plugin on other games (by its manifest.json name) in
  the session's throwdown packets, tagged 0xD1 (plugin_wire.h); 4 KB each, 16 KB a second.
- The overlay and the host share plugin_ui.h (shapes, panels, actions) and plugin_camera.h.
- Fixed: the overlay asked ImGui for the window's size before its context existed, which crashed
  on the first frames; it now reads the size from the context.
- reskate-test has overlay (ptest hud), menu, audio, mods and session (ptest ping) modules;
  reskate-hostile has draw-flood, toast-spam, sound-spam, message-flood and panel-loop.

Checked in game: ptest all 62 passed, 0 failed; the test HUD, the PLUGINS tab and its panel; every
hostile attack stopped or refused, trick-loop and panel-loop included. Not yet: ptest ping with a
second player.
2026-10-19 13:20:43 -05:00