A mod's reskate-plugin.json can declare "variants" {folder, order, displaces}: each <folder>/<name>/
is a variant, the one chosen (else the first of its order) loads, and every other mod whose layout
lists a displaced bundle is set aside for the run. Choices are kept in
%LOCALAPPDATA%\ReSkate\variants.json. Plugins read and choose their own mod's variants with
reskate.package.variants and reskate.package.choose (permission "variants"), and fit every board
for a deck that is not the game's own with reskate.board.fit {plates, axle}.
The board-break plugin, which ships inside the Board Break deck pack, declares the pack's decks as
variants, picks the deck on its own page and with `boardbreak deck`, reads each deck.ini and fits
the boards. Gone from the SDK: breakable_deck, the deck catalog, the MODS page's deck card, the
boarddeck command and the Board_Break_<Name> folder naming.
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.
When a plugin mode's flag goes down in a session, the relay offers it to the other players
as that mode's: a new mode message (kind 17) names it, its flag and its player count, and
its offer's series is one older versions do not show. A player whose plugin has the same
mode gets a copy with the mode's own flag mesh and joins it natively; the copies are held
at ten players so none fills and starts a Spot Battle, and the mode's player count decides
who may still join. throwdown_mode events now carry host, leader, player and players: the
host hears joined and left, a player in another's flag hears joined, left, closed and
start, and start names who plays, the leader first. The plugins run the match from there.
A mode can take a stock throwdown's place on the picker (replaces = "skate", "spot_battle"
or "jam"), so his R.E.S.K.A.T.E. sits where S.K.A.T.E. does.
reskate.throwdowns.mode{...} adds a mode to the game's own Throwdowns page: a card on
the picker, the real Spot Battle setup page relabelled with the mode's name, logo,
description, players, timer and rows (sliders, choices, buttons), and the native start
flag. The plugin hears throwdown_mode events (opened, setting, button, placed with the
flag's position and heading, start, leave, cancelled) and runs the mode itself;
release_flag takes the flag down. The flag's queue never starts a Spot Battle: its
waiting card's Start goes to the plugin, MaxPlayers is held at 10 and it is never
relayed as a drop. After SmokeyDawg58's one_up_menu and one_up_placement
(reskate-custom-mods), generalised over a mode registry.
The page is his 4-column logo grid whether or not a plugin has a mode. Its widgets and
grid records, and the game assets it uses that only some levels load, ship in
ReSkate.dll as the throwdown_menu built-in pack, taken from his asset mod's FBMOD
(dingosdk_ebx_pick trims the asset list in place). A mode's logo is a texture path in
its own mod, so no mod edits the shared list. The FPV drone is no longer a built-in pack.
Native menu data: text initialization, change-only writes, retained array publication,
owned-model rollback. Tests: registry and setup helpers, the plugin API, a test plugin
with two modes.
A card began inside one widget's PushID and ended inside the next card's, so
ImGui reported PopID called too many times and missing. Cards now open and
close between widgets, each with its own id.
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.
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.
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.
- 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.
- 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.
The console answered every command missing from ReSkate's own list itself, as unknown, so a
plugin's command (ptest) never reached the plugins on the game thread. Now only ReSkate's local
commands run there; anything else is queued, and the game thread tries the plugins first and
answers unknown as before when none has it. Checked in game: ptest all, 45 passed, 0 failed.
MY MODS: a table with an animated drag for the load order, a conflicts bar with Check conflicts, and a Resolve popup whose choices are kept. The check runs at startup and after changes; conflicts no longer show as problems, block Play, or hold mod files during an update.
Conflicts: only game EBX that cannot be combined, or Lua scripts with different versions; colourways and same-name additions are not conflicts.
Official mods: installed in Mods/<Namespace-Name> and turned on or off through mods.json, so they show in MY MODS; the old .reskate-official folder is moved over.
Merge: a scan cache (Mods/.reskate-scan.txt) keeps each unchanged mod's repair, mesh and texture scans, so big maps are not re-read every merge.
Launcher: an announcement from the backend shows under STATUS, with HIDE.
The device-removal watcher always runs, and the fatal handler notes a DXGI stop in gpu-breadcrumbs.txt. Crash reports carry a gpu.breadcrumbs tag (protocol 5).
The launcher still reads the list at start and looks up each mod's latest
version, moves in a copy installed from Thunderstore and takes away retired
mods, but it downloads nothing by itself. Each card on the OFFICIAL tab says
NOT INSTALLED, INSTALLED, UPDATE AVAILABLE, DOWNLOADING or UPDATING, with an
INSTALL or UPDATE TO vX button (official_mods::install, on a thread of its
own), OPEN FOLDER once installed, and the On / Off switch beside its pills.
The banner counts how many are installed. Play waits for an install under
way.
Board Break and Road Rash start only when their official mod is installed
and on (mods::official_in_use), and say in the log which it is not; the
menus leave them out otherwise, as when turned off.
The live test (RESKATE_OFFICIAL_LIVE) checks that nothing downloads until
asked, then installs each.
The game's info sign shows on the first of the notice's three reserved
lines, where the mod's icon covered it. The icon, tag, name and details
now take the two lines under it, the icon 40 instead of 46 so it still
ends on the card's bottom text margin.
The OFFICIAL tab has an on/off switch on each mod's card, with an OFF pill
while it is off. The list of those turned off is
Mods/.reskate-official/official-off.txt, one folder name a line, which the
launcher's sync never removes. A mod turned off stays downloaded and kept
up to date, but official_packs() leaves it out, so nothing merges it, no
deck comes from it and the in-game Mods page does not list it.
Board Break and Road Rash do not start while their official mod is off,
and say so in the log. The menu model carries that as `off`, and the side
rail, the addon tabs and tiles, the home tiles, the pause menu's settings
and the native tools menu leave them out without a gap. category_tabs
takes a list built at run time for that.
Tests: an official mod turned off stays in place and is left out, comes
back when turned on, and only a plain folder name is written.
The warning sign on a mod item's description notice was cleared by writing
an empty IconOverride. The game resolves that override again later in its
UI update and crashed on the empty one (Skate.exe+0x3e897fb, a lookup that
finds nothing): about a quarter of 2.1.0's crash reports, all of them after
the sign was cleared.
The notice now gets the game's own info sign (img_generic_info_64), set the
way the favorites star is. When that texture is not loaded the warning sign
stays and it is looked for again two seconds later; an empty override is
never written. Texture assets are matched by name ignoring case.
The window listed one ADDONS row that opened an overview of tiles, and showed the addons under it
only while that page was open. EXTRAS now lists Drone, Board Break, Road Rash, Hall of Meat, Grind
Exits and Music as rows of their own, always; a window left on the overview (switched from full
screen on ALL ADDONS) shows Drone. Every row of the rail is as tall as fits it without scrolling,
from 28 to 36. Full screen keeps its ADDONS page and ALL ADDONS tab.
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.
A mod's item (or one of the game's own a mod changes) keeps three empty description lines, so
the game's item card, which grows upward from a fixed bottom edge, always has room in the same
place; the overlay draws the mod there: its icon (decoded off the render thread into a fourth
texture slot, the last 32 kept), a MOD or CHANGED BY MOD tag, its name, author, version and how
many items it has. The card is placed as the game places its own, measured at many window sizes:
by the smaller of its scales, a 21:9 frame centred on wider screens (the search bar follows it
too). The warning sign the game's focus script gives any description is taken off that notice
each tick while it shows the reserved lines.
The merge's item list records each mod's version and folder (an older list falls back to the mods
loaded at launch). The item grids now run every client tick instead of at the 500 ms
customization pace, follow the highlight between their 40 ms passes, and let go of a grid as soon
as its screen closes, so the card, the search bar and favorites keep up with the player.
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 page of the pause menu listed the maps as rows of names on two tabs. They are now one
MAPS tab of cards in the page's own style, each with its map's picture (an official map's loading
screen, a custom map's mod icon, from the same pictures as the ReSkate menu's map grid) and its
name: the game's maps, then the custom ones under their own heading. The one pointed at says
LOAD (or why not), the D-pad moves across the grid, and a map that cannot be loaded now is dimmed.
Tutorial Island is left out, and the note on why travel is unavailable sits beside the title.
With what was made (heap type and flags, size, format, flags) and the game code that asked, at
most 40 times. Small buffers and textures took 120 to 170 ms each, two threads at the same moment,
which showed the 5 s stall was the GPU or driver held up by something outside the game, not the
size of what the game made.
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.
They load from Mods/.reskate-official, outside the Mods folder's list, so
the page took the ones in effect for mods whose folder was gone: "Folder
deleted / APPLY TO UNLOAD", a change pending, and an Apply that reloaded
the level for nothing.
- Each official mod has a tile of its own after the installed mods:
OFFICIAL while in effect, SET ASIDE while Board Break has another deck
in the game, APPLY TO LOAD for one put in place since the game started.
No Enable/Disable: the launcher keeps them.
- live_mods::preview leaves built-in and official content out of what
applying would unload.
- Riding back and forth in one place (a halfpipe, a bowl, laps of a spot) is filmed from a spot
off to the side, high enough for the airs, instead of chasing each turn; riding off or no turn
back for a few seconds goes back to following.
- It looks along where it flies and slows in time to stop short of a wall, sliding along it;
short probes push it off anything close and keep it from climbing into a ceiling. A spot behind
the skater that is inside a wall comes in to this side of it.
- It keeps its clearance over the ground under it and just ahead of it, climbing as fast as a rise
needs, and only sinks slowly near the ground whatever its spot asks.
- FOLLOW ME has Follow distance (3-12 m) and Aggressiveness (0-1, how quickly the pilot reacts,
how hard it leans, closes gaps and turns); the middle is the tuning it had. Also dronetune
followdistance / followaggression.
- Tests: a halfpipe session, turning round at a wall, a slope and a spot under the ground, and the
settings' middle being the usual tuning.
An autopilot flies the real flight model behind the skater while they skate: it
works the sticks a pilot would (angle mode with height hold), reacts a moment late,
eases toward the lie of the ground instead of every ollie, closes gaps no faster than
it can slow down gently, and climbs a little over what blocks the shot. Its camera
sits on a tilt gimbal so leaning to speed up or brake keeps the skater in frame.
Started from FOLLOW ME on the DRONE page or the dronefollow command; it hides the
game's interface like Start flying does. Tests cover straight, turns, hard stops,
ollies and catching up.
The icon is about half its old size and is drawn just above the drone's
model, with the distance and name stacked above it, so the marker no
longer covers the model.
A model is spawned at each other player's flying drone and moved every frame. It is the drone's
own model (FPV Drone by PinaPipe, CC BY 4.0, credited on the DRONE page), built by ReSkate Studio
into a pack that ReSkate.dll carries and unpacks into Mods/.reskate-builtin before the merge.
Without the pack the game's traffic cone stands in. dronemodeltest spawns one in front of you.
Gamepad: the drone flies with a gamepad by default (Xbox or PlayStation,
read directly; with none plugged in, the keyboard and mouse fly it), Mode
2. Its throttle stick springs back and its middle is hover power, so a
resting stick no longer means 50% throttle; the sticks are scaled down
(60%, which in angle mode slows turning only), softened in the middle and
given a round dead zone, and the right stick is inverted by default (up
tips the nose up; padinvert 0 for a radio's way). A arms and disarms, Menu
puts the drone back; while the ReSkate menu is open the pad is the menu's
and the drone holds still. An RC radio is still a choice.
Height hold is a toggle (off by default): the middle of a springing
throttle holds the height, adding throttle as the drone leans; partway it
climbs at the climb speed (20 m/s), and full stick is always full or no
throttle. Angle (self-levelling) mode, leaning 55 degrees, joins acro.
Flight: thrust grows with motor output to the power 1.5, so the hover
throttle sets thrust to weight (22% is about 10:1); the motors spool up
and down and the turn rates catch up with the sticks in about 30 ms.
Drag is quadratic and larger across the props, set by the top speed
setting so flat out settles near it (no more hard cap); inflow, ground
effect and prop wash. Defaults: gravity 9.81, camera tilt 0; the drone
starts level.
Crashes: collisions sweep to the surface met, find its normal with two
more rays, and slide along it; hard hits bounce and tumble the drone,
and one at the crash speed (7 m/s) cuts the motors until it is armed
again, with a warning and a broken-up picture.
- overlay.h: the gamepad reader is declared in the overlay namespace,
where it is defined; nothing could call it before.
- Tests (drone_flight_tests): hover and height hold, full stick past the
hold, thrust, motor and rate lag, top speed, angle mode, wall crash and
re-arm, crashes off, a gentle landing, and the gamepad's sticks.
Players reported the game hanging for about a second while skating. A
profile showed the memory line in the log walking every heap
(HeapSummary) on the client thread, 0.5 to 2 s every two minutes. An
audit of everything that runs on the game's update and render threads
found more of the same, and Sentry's top crashes had causes of ours.
Freezes:
- Memory log line: no heap walk or thread snapshot; the GPU part and the
write happen on a thread of their own.
- Profile database: synchronous=NORMAL in WAL mode. A save is still kept
when the game crashes; every play event no longer waits for the disk
inside the game's hooks.
- ReSkate's own preferences and values (menu clicks, session sliders,
Discord) are saved by a background writer in order; reads see a value
until it is saved.
- Input: the foreground window and the keyboard are sampled on a thread
of their own (GetAncestor and GetAsyncKeyState stalled the client tick
40-50 ms when another program held Windows' lock); flight input uses
the sample; ClipCursor at most twice a second while a menu has the
pointer.
- Hooks installed while the game runs go in one transaction per place
(HookBatch): throwdowns, remote players, the party, Hall of Meat.
- Off the update thread: the host's map package lookup (one table read in
the background, not the Mods folder per offer), the trainer's map file
and settings save, Board Break's settings save, mod music playlists and
their covers, the Spotify station covers.
- Off the render thread: the Modding page's and the deck card's Mods
folder reads. The overlay's three startup waits share five seconds.
- Less work per frame: Steam names reused while one a frame is asked
again, 2 friends a tick, steam_api64.dll checked once per process,
cosmetic names read in place rather than a system call per character,
an outfit load no longer copies the inventory per slot, the throwdown
type scan runs at background priority over resident memory, the Board
Break deck label is kept a minute.
Crashes:
- Render-resource pool: the metadata fields are written to the state
owner only. The other renderer is 0x2daa00 bytes, and +0x11aae28 is far
past its end (store_field crash; heap corruption in every release).
- Other players' skateboard effects: a stale skateboard component is no
longer followed, and the joint lookup is walked with a bound first (an
endless loop in reused memory ended in GameStall).
- Launcher: Oodle decodes into the buffer it asks for with corrupt data
possible, and its assertions no longer stop the process (heap corruption
in the store-copy scan; a breakpoint in oo2core).
Timings (Send performance timings):
- A frame of half a second or more in a level is sent as game.freeze:
where the time went (ReSkate's tick, the game's frame, or outside it),
whether the renderer kept presenting, and ReSkate's busiest zones.
- Closing the game sends the level session it was in.
Music after a connection drop:
- Spotify device: an account Spotify could not be reached with is kept and
tried again (3 s doubling to a minute); a session that drops is taken
up again. Only an account Spotify refuses is asked for anew.
- YouTube playlist pictures that could not be fetched are tried again,
from 30 s to 10 minutes apart.
The renderer gives each frame 131,072 shader-visible descriptors past a persistent 120,000, in
heaps of 333,333. Dense custom maps (the Los Santos City sublevels, San Andreas) draw more than
that in a frame, and the renderer wrote past the end of the heap: shaders read garbage
descriptors, which faulted or hung the GPU (page faults at nonsense addresses, in draws, texture
fetches and ray tracing alike). ReSkate now patches the device setup at boot so each heap is
D3D12's 1,000,000 and a frame may use 524,288; heaps are 644,288 descriptors. LS-B2, LS-B3 and
San Andreas (210,000 a frame at its peak) now hold.
Also in this change:
- Memory: perf memory owners/heap/gpu/report, a ledger of who commits the game's RAM; the
render-resource pool no longer allocates its 115 MB twice; the EadpErrorsData arena is
capped at 32 MiB (EA's error reporting is blocked anyway).
- Crash reports: tagged with the map, destination, graphics card and driver version (protocol
v3), so Sentry can group GPU hangs by map and card.
- GPU diagnostics (--gpu-diagnostics): a fuller DRED report, the device-removal and video
memory watches, a large-draw watch, a record of which game code made and freed each GPU heap
and resource, checks of every GPU address bound, and a meter of each descriptor heap's use.
- World pools: peak use of entity pages, render instances and spatial blocks in the log.
- dingosdk_mod_mesh_check: checks every MeshSet a mod ships against its geometry; the MeshSet
reader now knows static meshes' layout.
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.
The drone's own floating window becomes a DRONE page in the ReSkate menu
(Insert), after TRAINER, built from the menu's cards, ON/OFF rows, fields
and option strips like every other page. Its tabs are the window's:
FLY, HANDLING, RATES, DISPLAY, CONTROLLER and LOBBY. `dronemenu` now opens
the menu on that page.
The FLY tab ends with a small credit line.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MArBL6UbYZPsp9rMnq2Ks5
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.
An FPV drone flown from the free camera: real quad physics (thrust,
gravity, drag, Betaflight "Actual" rates), collisions with the world, and
a goggle-style display. Open it with `dronemenu` (or the drone window's
Start flying).
Flying
- Keyboard and mouse, gamepads, or USB RC radios (EdgeTX etc. in Joystick
mode). "Set up controller" learns each stick and switch by asking for
one at a time, reversed axes and springing gamepad throttles included.
While a controller flies the drone, the game is kept off it, as
freecam's controller mode does.
- Presets (Tinywhoop, Toothpick, 5 inch), arm/disarm, back to takeoff,
and every setting live through `dronetune`, saved in the profile.
- Optional range: the picture breaks up and is lost with distance from
the takeoff point; past it, failsafe cuts the motors.
- OSD, on-screen sticks, an analogue video look, synthesised motor sound.
- Goggles: the pilot's skater wears eyewear from the game's catalog while
flying, and gets their own back on landing (Road Rash aware).
- Start flying hides the game UI, Stop flying brings it back.
Multiplayer
- New packet `drone` (36): where a player's drone is and which way it
faces, 15 times a second, unreliable, relayed like effects. Markers
glide between updates. Protocol version 52.
- FLYING DRONE above the name of a player who is flying.
- Players choose whether to share their drone and whether to see others'.
- Dedicated servers: `sync_drones` (players section) and `drones on|off`.
Off: no drone packets are relayed, and players are told in the roster.
Changes to existing code
- `flyspeed` takes any speed from 0.6 to 1500, not only the seven listed
(the drone's presets and top speed slider use speeds of their own).
- Overlay: begin/end_input_access, so the drone's controller read sees
the device while the game is kept off it.
- Profile: local_surface_hit, the park editor's ray from one point to
another, for the drone's collisions.
Tests: Skater/Test/drone_radio_tests (controller setup), and the drone
packet and roster rule in Multiplayer/Test/protocol_tests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MArBL6UbYZPsp9rMnq2Ks5
A player kicked or banned only found out why from the status line of the
multiplayer menu, if they opened it.
- What the host or server says as it puts a player out ("You were
kicked...", "You are banned...", away too long, a mod or cheat it does
not allow) is now shown in the middle of the screen with an OK button,
under YOU WERE KICKED, BANNED or REMOVED. The same when they are refused
on trying to join again early. A link that is simply lost shows nothing
new.
- Answered with A or B on a controller, Enter or Esc, or a click on OK. The
game's input is held while it is up, as for the vote for the next map, so
the button that answers is not also a press in the game.
- Console: "popup test" shows it with a sample message, to try it without
being kicked.
Server: a kick by a vote has a time of its own, votes.kick_minutes, 5 by
default (1-1440, or 0 for until the server restarts); it no longer goes by
players.kick_minutes, which is now an admin's kick only and is still until
the restart by default. Console: votes kick-minutes <minutes>|restart, and
"votes" shows it. A config without the key takes the 5 minutes.
Sets: save a selection under a name and place it again anywhere, on any map.
- The library gets an OBJECTS / SETS switch. SETS saves the selected
objects as a set and lists the saved sets to place or delete (Delete asks
for a second press).
- A set is a park file in <profile>/object_sets/<name>.park.json, so it
shares the park format, its 2 MB limit and its name rules. Positions are
relative to the set's anchor: the middle of its footprint, at its lowest
origin.
- Placing follows the cursor as one wire cube per object, on surfaces or
the grid plane; the mouse wheel turns it by the angle step. A click
pastes the whole set: one undo step, under the paste path's object and
session limits. Sets with objects missing from the catalog cannot be
placed.
- A placed or pasted group is then selected with the move gizmo.
Editing groups:
- Local axes work for multi-selections. A placed set's axes are the
rotation it was placed with, plus every later turn; any other group uses
its last selected object's rotation. Applying a moved group does not snap
its own rotation to the angle grid.
- Duplicate (button or Ctrl+D) copies every selected object at its saved
position, rotation and scale, one grid step along X, as one paste.
- On a server with object scaling off, pastes (sets, duplicates, Ctrl+V)
are made at 1x.
Tests cover set storage (anchor, round trip, replace, names, damaged files,
delete), saving and placing a set through the UI (surface, wheel, one
paste, no live preview), selecting it with its own axes, moving it along
them, and duplicating with and without scaling.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Fixes in the stock park editor that a multi-object edit (a paste, an undo,
a loaded park mod) runs into:
- Pasted objects lost their world link. A paste creates its objects one by
one and saves them when the whole edit completes, but the placements
runtime reconciles after every create and unlinked rows whose id was not
saved yet. Every create unlinked the ones before it: only the last pasted
object could be selected, moved or deleted, and deleting the others
removed them from the layout but left them standing in the world. The
reconcile now counts the editor's pending layout as saved.
- Scale was lost on paste, undo and park-mod load. The native create recipe
has no scale lane, so a created object spawns at 1x. Only the placement
preview resized it afterwards; a create step with a scale now becomes a
move, verified by the server tick's readback like any move.
- Scale was lost on level reload. Restored objects spawn at 1x and the
pose poll then saved 1x over the saved scale. Restores with a scale are
resized on the next server tick, and the poll leaves them alone until the
resize is read back.
- Delete did nothing with several objects selected. Delete (key or button)
now removes the whole selection as one edit and one undo step.
Tests: the transaction fixture's create now spawns at 1x like the game and
reconciles after every create like placement_finish_batch; new checks
cover pasting a scaled group, every pasted object keeping its link, moving
and rotating a pasted group, and multi-delete with undo.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Objects other players place are spawned locally, so the game took every one
for the local player's own: all were solid, and their card offered the
owner's buttons and named the wrong player.
- Other players' objects are ghosts the skater passes through, as in the
game's own sessions. Each player's row in the session menu has an
"Objects: solid / ghost" switch, remembered by Steam ID; a dedicated
server's own objects (its parks) are solid unless switched off.
`mp objects-solid <SteamID64|server> on|off` does the same.
- The card's own Disable and Enable on one object stand over that player's
setting until the setting is changed.
- The card on an object someone else placed no longer offers Edit or
Delete: the game's "is this mine" and "may this be edited" checks answer
for who really placed it. It offers Disable instead.
- The card names the owner of the object it is for, read from the card's
own script, instead of the owner of the object nearest the skater.
- A dedicated server has a player card of its own, "Server", shown on what
it placed.
Server: the Mods folder is kept when the configuration is reloaded. A park
mod was reported as not being in the Mods folder after a reload.
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.
A line that starts with "/" is a command, a whisper or party chat, so typing
one no longer shows dots to the whole server. Dots already showing are cleared
when the line becomes one.
A "stopped typing" notice was relayed every time it arrived, while "typing"
was held to one per 200 ms, so a modified client could flood everyone through
the host. A lobby's host and a dedicated server now pass a stop on only when
that player's dots are up, which is at most once per accepted "typing".