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)
- 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.
- 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
tag_text dropped a trailing lead byte even when its character was whole, so
"Skate Café" was listed as "Skate Caf". The browser shows the tag name until
the server answers a query, so hosts without a forwarded query port kept it.
Follow-ups to the trainer (PR 37), and one multiplayer change.
Off until asked for (Extension/Trainer)
- The jump read-out and the LB+RB controller shortcuts start off. Jumps
are logged only while the read-out or telemetry recording is on, and
trick launches only when the trainer scaled them. A saved trainer.json
keeps what the player chose.
Memory search on demand (trainer.cpp, trainer_classes.cpp)
- The search for the game's tuning classes reads all writable memory.
It ran for every player after a level loaded, and up to seven times
when it found nothing. It now runs only when a class value or the flip
speed is not the game's own (the player's, or a host's they skate
with) or the EVERYTHING list is open, and at most three times a level.
- For those players it runs again on each level, which brings fresh
copies; a search from an earlier level used to count as done.
Guests under enforced physics
- A guest is locked by the session's enforce setting, from the moment
of joining (Engine/Game/Multiplayer/session_physics.h), not by whether
the enforcement status text was set yet.
- A guest's class values no longer come back after a map change.
The host's whole setup reaches its guests (protocol 39)
- Only Gameplay/SkatePhysicsTuning travelled, so a host could push,
sprint or jump further than the guests it held to the game's own.
- New packet physics_extras (30): the host's class values, trick
multipliers and auto push (trainer_session.h), sent when they change
and to players who join later, taken from the host only. A dedicated
server's are the game's own and it ignores the packet.
- Under enforcement a guest's own trick multipliers stand down for the
host's, whatever the boosts switch says. With enforcement off nothing
changes.
- A guest refuses bytes that are not an encoding, holds values to the
trainer's own ranges, and leaves out class values written for another
game build's table.
- protocol_version 38 -> 39: released versions disconnect from a peer
that sends a packet they cannot decode.
Out-of-view players are posed every frame again (Session/session.cpp)
- Players outside the camera's view and past 8 m were sampled at 20 Hz
(b763631). The game's replays record each skater as it stood every
frame and their camera looks anywhere, so those players moved at
20 Hz in replays. Removed; the distance rule (20 Hz past 200 m, 10 Hz
past 350 m) stays. This gives back the client-tick time it saved on
busy servers.