- bone_scale_limit in ReSkateServer.json, and the bone-scale command:
the most a bone may be scaled in the poses the server passes on, 1 to
8, and its inverse the least. 1 shows every skater at the game's own
proportions; 0 (the default, "bone-scale off") is no limit
- A "big head" mod sets one joint's scale in the body's bind pose
(animation/dingo/cas_rsp_body_bind, the head from 1 to 4). The game
applies it to the bone, and the bone's scale travels in every pose,
which is how players without the mod see it. The game's own skeleton
has no scaled joint, so 1 changes nothing for anyone else
- The player with the mod still sees it on their own screen: the server
decides only what the others are sent
- Changing it sends whole states again, so nobody keeps a reference
with the old sizes in it
- Dedicated servers only; a lobby's host has no such setting
Game
- Player distance (Settings > Interface, "player-distance"): how far
away another player is still built as a skater, 50 to 1000 m, default
120. Past it they keep their nametag or dot. All the way up shows
everyone. A player already shown stays until 15% further out, so one
skating along the edge is not built and taken down over and over. The
game ran a full skater for every player on the server wherever they
were, which is most of a frame on a full one
- Nametags are always ReSkate's own. The "ReSkate nametags" toggle, the
"Nametag style" button and the nametag-style command are gone; the
game's own nametags are never shown
- Nametag distance ("nametag-distance"): how far away a name still
shows before it becomes a dot, 10 to 500 m. Default 120, was a fixed
150, so by default the name and the skater go at the same distance
- Nametag dots ("nametag-dots"): off hides the dots for far players and
the ones at the screen's edge for players off screen
- Friends' nametags only ("nametags-friends"): only Steam friends get a
name or dot; chat bubbles still show for everyone
Server
- A player out of sight of another (half as far again as the low rate
starts, 255 m by default) is sent to them once a second instead of
five times. On a full server most players are out of each other's
sight, and at five a second each they were most of what was sent
- Rotations are rounded before a pose is passed on, more coarsely the
further away the recipient is: 0.04 degrees within the full rate's
reach, 0.16 within the half rate's, a third of a degree past that,
about 5 degrees out of sight. The pose is still an ordinary one. A
bone that turned by less than a step is the same bytes as before, so
the difference from the reference leaves it out, and the low bits of
the ones that did turn pack away. By distance only: a player the
crowd limit slowed keeps the fine rotations
- A recipient crossing from one precision to another is sent a whole
state of that player, since a difference from a reference of another
precision would carry every bone again
- "net" shows the size of the poses sent at each precision
Profiler
- A function in ReSkate.dll is reported by its address when the DLL has
no symbols. A release build named every one of ours as the nearest of
three exports, so a report could not say which was slow; the
release's symbols name the address afterwards
- The crowd limit always sends a player the nearest 8 others at the
full rate and the next 12 at ten a second, whatever the budget. It
gave everyone the low rate first and the nearest what was left, and
with enough players on (about 120 at the default budget, fewer at a
lower one) nothing was left: nobody was at the full rate, and since a
skater's sound follows the full rate, nobody was heard either
- Whole pose and sound states are sent every minute instead of every 8
seconds. A whole pose measured 3.7 KB against 0.7 KB for a difference
from one, however old the reference, and at every 8 seconds they were
about a seventh of what a busy server sent
- "net" lists which of Steam's relay locations the connections go
through, and "net <player>" that player's: Steam reports pings of
several hundred ms on a server measured at 55-84 ms directly, and
this says which way the route went
Server
- Dedicated servers run at 20 network updates a second, fixed for now:
whatever tps says in ReSkateServer.json is read as 20, and the tps
command no longer changes it. A busy server's traffic, in and out, is
its players' poses, and 20 a second is a third less than 30. Lobbies
keep their own choice
- A player who has not moved or turned for three seconds is sent on at
five poses a second; the full rate is back with their first movement
- "net" shows what a pose costs as sent, and what it would cost against
a reference renewed every second, every quarter second, and against
the pose before, measured on every fourth pose that arrives. It only
measures: a nearer reference packs smaller, and this says by how much
before the server is made to send them that way
Game
- The "/" menu on a dedicated server lists /w for everyone, and /msg,
/msg-party and /msg-admins for admins. The server already answered
them; the menu is the game's own list and never had them
No protocol change: a server built from this still takes 1.1.4 players.
Server: what each player is sent
- A crowd limit: each player is sent at most crowd_budget poses a second
(default 600, 0 for none; "crowd <n>|off"). Everyone at 5 a second at
least, the nearest at the full rate, the next nearest at 10. Before,
everyone within full-rate distance was sent at the full rate, which a
crowd of 40 turned into more than a connection carries
- A skater's sound goes only to players within the full-rate distance,
and in a crowd only from the nearest; it went to everyone
- A player who joins, or arrives after a map change, is shown the others
about seven a second, nearest first, and none while what they were
already sent is still on its way. Before, every outfit and every
stream went at once (and to everyone at once after a map change)
- Whole pose and sound states every 8 seconds instead of 2, on the
source's own clock, and slower pose rates sent on that clock too, so
recipients share one patch and compression (DeltaCache) instead of one
each. The settings survive a map change
- Object updates wait for a connection that is behind
Server: Steam connections
- send_rate (default 900 KB/s, "rate <KB/s>") is set as both Steam's
minimum and maximum, for open connections and each new one. With only
the maximum raised a connection stayed at Steam's 256 KB/s; set high,
what was lost was resent until the connection was full of resends
(about 1.1 MB/s reaches a player through the relays)
- A 4 MB send buffer, and a refused must-arrive message no longer ends
the player's session at once: 15 seconds of refusals do (30 for object
updates). A full queue used to drop everyone who was behind together
Server: seeing what is going on
- "net [player]": every connection's ping, delivery, queue and rate, the
traffic by kind (poses, sound, voice, outfits, objects), who uploads
most, and how busy the server's loop is
- A [network] line in the log every minute
- A leave or failed join says how it ended: closed by the player's game
with Steam's reason, connection lost, or closed by the server and why
- The queue time no longer prints Steam's "unknown" as a number
Server: other
- Reserved slots: reserved_slots and reserved in ReSkateServer.json, and
the "reserved" command; admins always have one
- The speed check flags a game at about 1.5x and over (was 1.06x), and
tells only that player; for the admins it is in the log
Game
- A remote skater with no pose for a second stays where it was for up to
eight seconds instead of being destroyed and rebuilt three seconds
later. On a busy server one slow frame did that to many players at
once, and the rebuilding made the next frames slower still
- Every waiting message is read each frame (at most 128 were)
- On an official server the role tags (Dev, Staff, Homie, Creator) show
for every player, not only the few the game is connected to directly;
community servers keep the old rule
- The server browser searches Steam at most every 15 seconds (45 after an
empty answer) and keeps the last list for 15 minutes when Steam returns
nothing, up from 2
- The game's own connections send at up to 900 KB/s
Limit how many objects each player can place (protocol 43)
- Servers and lobby hosts set how many objects each player may have
placed: object_limit in ReSkateServer.json and the "objects" command,
"Objects per player" in the host options. Default 100; 0 is no limit
- The host and a server's admins are not limited
- At the limit a player's game refuses another object, from the native
object tool and the park editor, and the menu shows how many they have
placed
- Enforced by the host or server, which shows everyone no more than the
limit of each player's layout; objects already shown keep their place
- The limit travels in the roster, which takes the protocol to version
43: builds before this cannot join sessions with builds after it
- The protocol tests link again (the server browser needs the identity
lists since the official servers change)
- The server browser opens sorted by most players, in the overlay and
the native menu; official and friends' servers still come first
- Dedicated server names may contain "/" (builds before this hide a
server whose name has one)
Server browser
- Official servers (the backend's "official_servers") sort first and are
drawn in ReSkate blue
- Servers Steam friends are skating in sort next, drawn in green with the
friends' names; searching a friend's name finds their server
- A player in a session they joined can join another server straight from
the list; hosts still end their session first, and a Steam friend's join
offer never replaces a session
- Joining a dedicated server from the list records it as the player's
public session, so friends see it and the row shows HERE
- Blocked servers (the backend's "blocked_servers") are hidden and cannot
be joined, by code either
- When the backend sets "server_tokens_required", dedicated servers that
signed in without a login token are hidden, except on the player's own
network
- A search that gets no internet list from Steam keeps the last list for
two minutes, and waits six seconds before treating it as empty
Roles
- New Staff tag from the backend's "staff" list: green name, badge and
item animation, ranked after Dev
- Staff can pick a rainbow for their items on the Special page; it is sent
as a solid colour older builds can show, so the protocol is unchanged
Dedicated server
- steam_token: sign in with a Steam game server login token and keep the
same Steam ID every start; empty signs in anonymously as before
- A listed server without a token says so at startup, and when the token
rule starts or stops hiding it
- Linux servers update themselves from the release's "server_linux"
tarball, with the machine's curl and tar, pinned by SHA-256, and carry
on in the same process
Launcher
- Only create the MiniDumpWriteDump API-set shim under Wine/Proton
Each built its text with path::string(), which throws for a character outside the ANSI code page, so the real error or message was replaced by a code-page error.
- Mod merge: rebuild a merged bundle's chunk metadata the way the game
writes it (one record per chunk, in chunk GUID order), so costumes
from different mods built on the same game costume keep their
textures and meshes
- Merge audit checks that layout, and there is a new unit test for it
- Server names: only letters, numbers, spaces and - _ [ ] ( ),
1 to 64 characters; the server browser hides servers with other names
- New Centrix tag from the backend's "centrix" list: blue and white
name, badge and item animation, ranked after Dev and before Creator
A player's recent chat lines show as speech bubbles above their skater: newest nearest the head, older lines stacking upward, each popping in with a slight overshoot before it fades. Emotes render as their images, a message that is nothing but a few emotes shows them jumbo, and a message longer than a handful of lines is cut with an ellipsis so one line can never wall the screen off.
Local display options live under Settings > Interface > Multiplayer (on/off, own messages, distance, duration and how many recent lines stack) and the console gains mp chat-bubbles, chat-bubbles-own, chat-bubbles-distance, chat-bubbles-duration and chat-bubbles-history.
The chat panel and the bubbles now share one rich-text module (chat_rich), and a filtered message keeps its emote names: the bad-word mask is applied, but emote tokens are put back from the original before they are parsed.
- Mods that add copies of store items under new names are no longer
loaded. The launcher, mod manager and game say why.
- A chat line passed on by the host only shows a Dev/Creator/Homie
badge when the player's own copy of it arrives too, so a host
can't put one on a line that player never wrote.
In offline mode, closing the pause menu on Social or Custom Stuff and
opening it again showed an empty Social page, and Back did nothing until
the player switched tabs. The game reopens the page at the last position
in its own tab list (Social at position 4, the Store at position 3)
before insert() swaps the Store for Custom Stuff. Offline that swap
leaves the tab count at 5, so the menu never redraws the page.
Keep a copy of the Store tab last for a moment so the count changes and
the right page is drawn, then drop it again (trim_store). Online, and
reopening on Map, Hub or Skaters, nothing changes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A mod that adds slots to a template made every outfit saved before it
fail to load (recipe_template_mismatch / slot_mismatch), and switching
the mod off did the same to every outfit saved with it. The preset was
blocked, so the player saw the standard skater until the profile
database was edited by hand.
Match the saved outfit to the template slot by slot instead of by
position. A template slot the outfit has no item for starts on the
game's default. A saved slot the template does not have is held, like
an item from a costume mod that is not installed, and a save writes it
back beside the template's slots. Template key, template version,
scalar count and recipe count still have to match.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Build the Mods shelf only when an enabled mod declares at least one playlist with songs, read from each mod's reskate-music.json. The shelf must be inserted before the native widgets bind, so it cannot wait for Featured rows to hydrate, and it should not publish an empty shelf when there is nothing to show. With no declared mod playlist the native three shelves are left as they are and a music_mods_shelf_skipped event is logged.
The music player's playlist walk loads a song entry, masks it and reads a flag at [rcx+0x14] before it checks the entry's identity. An unresolved or NULL entry makes that read fault and takes the game down while a playlist is built or opened.
Install a 13-byte in-place guard at the reviewed RVA 0x14f80c7 when the music contracts pass. It keeps the original flag test, shrinks the leading mov eax,0 to xor eax,eax, and adds a jrcxz that skips the dereference when the entry is NULL, landing on the loop increment. The site is matched against its contract bytes before anything is written, so an unsupported image is left untouched, and the guard is applied with VirtualProtect and FlushInstructionCache and then made read-only again.
The contract and patch bytes live with the other music contracts in Engine/Game/Build/20260929/local_music.h; the installer is Extension/Music/local_music_safety.{h,cpp}; local_music_ui.cpp invokes it from initialize_music_functions; cmake/Runtime.cmake builds it. A new dingosdk_music_safety_tests (CTest music_safety) pins the contract length, the decoded instructions and the branch target arithmetic without needing the game.
- Split the single switch into "Show my tag" and "Show my items", and
show the tag as chat and nametags draw it.
- Color whatever is equipped instead of the one hoodie and pink board:
top, bottoms, shoes, socks, hat, glasses, outfit, costume, deck, grip
tape, trucks and wheels, each set on its own.
- Each item can use its list's animation (rainbow, red or gold), a
gradient between two picked colors, one solid color, or be off.
- The choices travel with the player's appearance so everyone sees them.
Protocol version 41.
Create independent anchored and tile-list models before native widget binding.
Populate Mods from Featured rows with mod playlist IDs while retaining native
presentation and actions. Leave existing playlist contexts and cosmetic
ownership unchanged.
Document the native UI model flow, verified loader entry points, typed
publication, and inspection workflow for future modders.
- Read Dev / Creator / Homie Steam IDs from api.reskate.dev instead of the hardcoded list
- Creator (red) and Homie (gold) tags and hoodie/board colours; Admin tag is now pink
- Global bans: lobby hosts and dedicated servers turn banned players away
("global_bans": false in ReSkateServer.json opts a server out)
- SPECIAL menu page for listed players to hide their own tag and items
- Fix hoodie and board keeping the animated colour after the animation turns off
- Multiplayer protocol 39 -> 40
The console enforces an argument's choices as an allowlist, so listing client, present and all there refused every thread id before the command ran. They are now completion suggestions only.
The game fetches the artwork URL with HTTP/2 cleartext (h2c, prior knowledge), and only from 127.0.0.1. The loopback server spoke HTTP/1.1, so every cover request was answered with an HTTP/1.1 404 and mod playlist/song covers never appeared.
Speak h2c: complete the SETTINGS handshake, read the request header block (HEADERS and CONTINUATION frames), decode :path with a minimal HPACK decoder (static table and Huffman code from RFC 7541 in hpack_tables.h), and serve the matching image as HEADERS plus DATA frames with flow control. Keep the HTTP/1.1 path for other clients. Serve from one stable origin (http://127.0.0.1:47823/music-art/<mod>/<relative>) so the game's HTTP cache is reused, send Cache-Control and an ETag so it stops re-fetching, close gracefully (closing with unread frames queued makes Windows send RST and the client drops the tail), and use a non-blocking listener since several pollers share it.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>