Commit Graph
735 Commits
Author SHA1 Message Date
zeex64 ab3376ba06 Merge pull request #370 from ValveTextureFile/server-lua-api
Plugins: Enums (LogLevel, Align, GrindSide, Stance, Pop, Space, etc.)
2026-10-26 17:46:19 -05:00
zeex64 24fa4d410f Merge pull request #366 from gBGYo/feature/effects
Plugins: add custom particle and decal effects
2026-10-26 17:45:36 -05:00
gbgyo 550887162f Effects: release stale resources and require resident assets
Resolve private effects only from the level-wide Game compartment and validate
their resident declarations with the same parser used by the mod merge.

Release surviving native services during world changes, check decal realm
ownership before cleanup, defer ordinary off-thread releases, and prune expired
VM handles so they return their quota. Size the temporary decal allowance from
the live count while preserving external settings changes.

Gate contact geometry behind events.physics.geometry, document the manifest
migration, and test Blood impacts through the plugin host using its own manifest.
Add regression coverage for residency, lifetime, quota and draw-budget handling.

Validation: Release builds of the runtime and plugin/effect test targets succeed.
The plugins, effect_geometry and effect_lifetime tests pass. Existing MSBuild
asset-directory dependency warnings remain; native visuals need an in-game check.
2026-10-26 22:19:43 +03:00
gbgyo b9c30d120a Effects: merge main while preserving plugin resource cleanup
Merge main into feature/effects. Keep both effects and declared board material cleanup in the shared plugin test fixture.
2026-10-26 18:13:08 +03:00
vtfandClaude Opus 5.5 6cb595512e Merge upstream/main into server-lua-api
grind_exit gave way to shape_launch upstream, so Enums.GrindSide becomes
Enums.Launch, the words shape_launch checks; Delete joins Enums.Key.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 23:40:50 -04:00
vtf b1e61caa75 Plugins: Enums (LogLevel, Align, GrindSide, Stance, Pop, Space, etc.) 2026-10-25 22:34:48 -04:00
AyeZeeBB 3d706383a1 Skater: a pose is sent to the others with its scale, and no joint further than 4 m from its parent
skater.pose's places are worked out with the pose's scale in them (keep_children, or a joint placed
relative to another joint or the world under a scaled one), but the others were sent only rotation
and position, so such a joint landed up to a thousand times its distance away on their screens. A
place may also be far off in the parent's frame, which drew a skater's arms and head across the map
for everyone. The sent pose now carries each joint's scale (0.001 to 10), and a joint's offset from
its parent is cut to 4 m in what is sent. What the player sees locally is unchanged.
2026-10-25 14:50:37 -05:00
AyeZeeBB 2ef8b7b397 Shaders: of two usable custom graphs under an alias-only winner, the higher-priority pack's is kept
The promotion loop went through the edits in the order they were absorbed, lowest priority first,
and kept the first usable graph, so a lower pack's graph won and the higher pack's private rows
were dropped. It now looks from the highest priority down. The archive test covers two custom packs
with their own bytecode and different second programs (it runs with a game root, as the other
archive checks do).
2026-10-25 14:50:36 -05:00
AyeZeeBB ee830586b7 Board materials: one mod's broken reskate-materials.json leaves only that mod out, not every mod's declared colours
Since the declarations were read from the applied catalogue, a file that could not be read or
parsed threw out of the whole refresh, so no mod's declared inputs applied (from launch, or after a
live apply). Each file is read on its own again: a broken one is logged with its mod and skipped,
and only a failed read of item ownership keeps the previous set.
2026-10-25 14:50:36 -05:00
AyeZeeBB d6c8c709d4 Merge pull request #359 from hypnomalice/runtime/custom-material-coexistence
Mods: preserve bundle-owned shader graphs alongside stock material aliases

Conflict with #363 resolved by keeping both: its native variant addition tests and the shader
selection tests in mod_merge_added_assets_tests.cpp, run from one main().
2026-10-25 14:39:12 -05:00
AyeZeeBB 7170938799 Merge pull request #358 from hypnomalice/runtime/declared-board-materials
Plugins: support declared colour inputs on mod-owned board materials

Conflicts with #363 resolved by keeping both: reconcile_variant_additions beside
active_mod_sources in mod_catalog.h, and both test targets in cmake/Apps.cmake.
2026-10-25 14:38:17 -05:00
zeex64 25fdb73a6d Merge pull request #365 from mauwpix/pose-place
skater.pose can fully control a joint, not only add to the game's animation
2026-10-25 14:36:35 -05:00
zeex64 80a9251cc0 Merge pull request #363 from hypnomalice/runtime/variant-additions-cooperation
Mods: permit checked private additions beside opted-in variants
2026-10-25 14:35:48 -05:00
hypnomalice 8f3611e283 Shaders: validate retained graphs and preserve safe aliases 2026-10-25 10:54:20 +00:00
gbgyo 632bb3c56d Plugins: revalidate effect assets and release effects after startup fails 2026-10-25 13:41:10 +03:00
hypnomalice e17aabe37c Materials: refresh declarations only after applied sources or files change 2026-10-25 10:31:57 +00:00
hypnomalice bcee9b0e49 Mods: withdraw stale variant admissions after exclusions and retries 2026-10-25 08:36:19 +00:00
hypnomalice dd74399e8a Shaders: validate retained table bounds before proving stock preservation 2026-10-25 08:23:28 +00:00
gbgyo 4f07b448a3 Plugins: render private particles and decals with physics geometry
Add permission-gated effect handles, native surface attachments, and world lifetime cleanup. Extend physics_step with optional contact geometry and body poses. Document the generic API and validate it with self-contained plugin and geometry fixtures.
2026-10-25 10:56:59 +03:00
mauwpixandClaude Opus 5.5 8fe5d01942 Plugins: skater.pose can fully control a joint (its own place, relative to its parent, another joint, the skater or the world) instead of only adding to the game's animation
So far a plugin could only add to what the game's animation does with a joint. Now it can give the
joint its own transform, which the animation's is replaced by: its own animations, joints reused for
body parts the skater doesn't have, joints moved by a simulation in Luau, joints pinned to a point.
A joint's entry takes place = {position, rotation | angles, relative_to} and keep_children = true
(its children stay where they were); a pose takes up to 128 joints. Each frame the place is turned
into the joint's value under its real parent, the joints posed in an order that puts each after its
posed parents and the joint it is placed relative to; a pose without such an order is refused with
the reason.

Extension/Skater/pose_place.h/.cpp hold the maths, with pose_place_tests; skater_animation applies it
after a joint's offsets; plugin_api_world reads it and sorts the joints.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 05:27:48 +01:00
AyeZeeBB 788eb98352 Mods: a chunk no list describes gets an owner hash and meta in the merged bundle, instead of an empty record the game reads through null
merge_chunk_metadata gave such a chunk a record with no fields. The game's reader (0x41af080) takes
a record without "h64" as a "g" record and, with no "g" either, reads its guid through null
(Skate.exe+0x15b2c34: computerK-Fingerboard adds its grip texture to a game deck bundle whose list
has no record for it). The record is now an owner hash no resource has, with an empty meta, which
the game passes over.
2026-10-24 22:47:02 -05:00
AyeZeeBB 8e5fb74498 Multiplayer: a remote skater whose parent link is one byte short is put right and destroyed, instead of crashing at map exit
2.1.2 left such an actor alive and forgotten. When the level went, the game released its parent
through the same pointer, took one off the byte below the parent's vtable pointer and called
through it (Skate.exe+0x2b8092f and +0x2b7fcfb, every report after the "link ... is damaged"
warning with the same bus). A link exactly one less than the parent the bus also holds at +0x48 is
now repaired before the destroy; other damage is still left alive. What shortens the link is not
known yet.
2026-10-24 22:47:02 -05:00
AyeZeeBB e0d85cae11 Multiplayer: another player on a Studio map's own surface sounds like the default surface instead of crashing the game
The skater sound state sent the packed material words of the surfaces under a skater as they were.
A Studio map's surfaces are appended to the root grid from slot 116 on, numbered by each install's
own set of map mods, so the same word named another surface on the other side, or a slot past the
end of its grid, and the game's material lookups (0x7111c0, 0x45e120) read past MaterialIndexMap
(Skate.exe+0x41da7b and +0x6fc93b, 240 installs in a day on 55a7342, on Tokyo 2026, Community
Center, Olay Way and other maps with their own surfaces). Those words now cross as the grid's
default, when sent and when received, so older clients sending their own numbers are covered too.
2026-10-24 22:47:02 -05:00
zeex64 0abdae8710 Merge pull request #364 from mauwpix/outfit-costume
Fix outfit.worn filtering out full-body costumes
2026-10-24 21:53:18 -05:00
zeex64 1d80e77b11 Merge pull request #362 from mauwpix/pose-own-values
Fix skater.pose changes being applied twice (jittering avatars)
2026-10-24 21:53:10 -05:00
zeex64 c16facc8eb Merge pull request #361 from Vebjorhk/fix/startup-failure-reason
Launcher: when ReSkate stops while starting, say why instead of blaming anti-virus
2026-10-24 21:52:54 -05:00
zeex64 fd0f1fd38f Merge pull request #336 from NxRoot/uninstall-pack-dependencies
Mod manager: offer to uninstall what a mod pack brought in
2026-10-24 21:52:33 -05:00
zeex64 dd2218dbc7 Merge pull request #357 from hypnomalice/fix/capture-shoe-depth
Capture: preserve shoes in depth cut-outs against curved floors
2026-10-24 21:52:06 -05:00
mauwpixandClaude Opus 5.5 61092a4950 Customization: outfit.worn lists a full-body costume instead of filtering it out as a body part
reskate.outfit.worn() is meant to list full-body costumes: it has a "Costume" slot for them, between
the head and the feet. But no costume ever reached it. With a costume on, the list came back without
it, so a plugin that goes with a costume mod could not tell whether its costume was worn. Now it is
listed like any other item: {slot = "Costume", item = "Own_Hobkin", title = "Hobkin"}.

Why: the list leaves out the body's own parts (head shape, nose, skin...) by their catalog categories,
which start with "cust" (custhead, custnoses, custbodies...) or name the body. A full-body costume's
category is "cust_fullBodyCostume", so it matched both and was dropped before its slot was looked up.
A category that names a costume is now kept; everything else is decided as before.

The rule (category to slot) moves out of worn_items.cpp into outfit_kind.h as it was, so it can be
tested without the game: outfit_kind_tests (with the plugin tests) checks clothes by their slots, the
costume, the body's own parts, and an unknown category.

Checked in the game: with a costume mod's costume on, outfit.worn() returns
Costume | Own_Hobkin | Hobkin, where it returned nothing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 03:13:19 +01:00
hypnomalice 6761a0c965 Docs: record the integrated SDEC fracture validation scope 2026-10-25 01:51:50 +00:00
hypnomalice 8a2647d7b4 Mods: admit and project native private additions beside an opted-in variant 2026-10-25 01:49:46 +00:00
hypnomalice 42db7a7d38 Mods: read bounded two-sided variant addition declarations 2026-10-25 01:49:46 +00:00
hypnomalice e9233f25f1 Mods: plan opt-in private additions without restoring variant removals 2026-10-25 01:49:46 +00:00
hypnomalice 37bd464576 Mods: keep payload order when a bundle manifest is not first 2026-10-25 01:49:46 +00:00
mauwpixandClaude Opus 5.5 c7457c10a1 Skater: plugin poses apply once a frame instead of twice every third frame
skater.pose changes the skater relative to the game's animation. Some of those changes were applied
twice every third frame, so a posed skater shook in a three-frame rhythm, and their board with them.
The more a plugin changed, the worse it got: an avatar with the hips scaled and offsets on most of
the body needed workarounds in its plugin to hold still. Now every pose is applied exactly once, and
a plugin can give skater.pose the values it means.

Why: ReSkate draws a pose by writing it into the game's bone buffer just before the render, and the
game evaluates the next frame from that same buffer without overwriting all of it. Two of three
frames it resets the buffer itself; in the third the pose drawn was still there and the next pose
went on top of it. Now the game's own values go back as soon as the renderer has its copy, so the
game, the body physics and the next animation update only ever see the game's pose.

This replaces own_scale, the earlier fix for the same cause (the Filmer's forearm at 0.001 shrinking
to nothing). It covered only scale, and put it back after the game had already run on the posed
values, so rotations and offsets still doubled. The new way covers every part of every joint, for
pose, carry and reach, with nothing to track per joint and nothing to clean up after a pose ends.

Checked in the game: the avatar with the hips at 0.667 and offsets on 48 joints holds still with
only skater.pose (shoulder distance 0.117 m every frame, where it was 0.117 0.117 0.067 ...). The
Filmer 1.0.0's camcorder preview looks and measures as on main, and the skater is back to normal
after it.

Details: the renderer copies the bones in submit_render_pose (0x4c7e7a0), which the render pose
caller (0x2c20d99) calls right after render_pose with the same render data; found with a guard page
on the bone buffer that logged every access with its call stack. native_skater hooks it and, for the
render data the pose override just wrote, calls the new set_pose_override_drawn_listener.
skater_animation keeps what on_render wrote over and puts it back in on_drawn.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 02:31:13 +01:00
AyeZeeBB d47a7c8492 Mod Manager: a download queue, and a new look for the featured card
Installs, updates and uninstalls are jobs run one after another in the order asked for: asking for
one while another runs queues it instead of being refused. A job waits while the mods are applied or
a session's map downloads, and works out what its mod needs when it starts, from the Mods folder as
it is then. Buttons say ADD TO QUEUE while a job runs and QUEUED once in line; the foot of the page
says how many wait, and CANCEL ALL empties the queue.

The carousel's middle card: the mod's picture as its backdrop, darkened, and big as a tipped sticker
beside the text; a FEATURED and INSTALLED / UPDATE AVAILABLE tag, the facts as chips, as much of the
description as fits above the buttons, and the buttons under the text with the pad's prompts beside
them.
2026-10-24 20:25:55 -05:00
AyeZeeBB 6b14e0e19c Mod Manager: a row on BROWSE for every category, not mod packs, libraries, tools or AI generated
The front page stopped after four category rows. Now every category has one, the biggest first,
after Most popular, Recently updated and New; mod packs, libraries, tools and AI generated stay off
the front page (still found by search and the CATEGORIES panel).
2026-10-24 20:25:55 -05:00
AyeZeeBB 4b850d190f Live mods: a map added by a live apply has its picture in the map grids
The map grids (Mod Options' MAPS, the ReSkate menu's world page) found a custom map's icon among the
mods merged at launch, so a map installed or switched on since had none. The live apply now keeps
which mod each level comes from (live_mods::level_mod_directory), and map_icons asks it, falling
back to the launch's list before any live apply.
2026-10-24 20:25:55 -05:00
nxroot 33c3f06495 Merge remote-tracking branch 'origin/main' into uninstall-pack-dependencies
# Conflicts:
#	Launcher/mod_manager.h
2026-10-25 01:09:43 +00:00
AyeZeeBB 7fcb7ea798 Live mods: research notes on applying mods without a level reload
What the live apply already does without one, how the engine loads and holds bundles (the resource
manager's load operations, the level's compartments), why cosmetics need the reload (the root
level's cas_main_sharedbundle), and a plan for new items: a child BundleRefTable, a delta bundle
and the cosmetics manager. With experiments to run in game and the open questions. On hold for now.
2026-10-24 19:56:18 -05:00
AyeZeeBB e47c91d13a Multiplayer: applying mods in a session reloads your own map and keeps you in it
The reload after a live apply was a console "load", which in a session either ended it (a guest's
map going away is "your local map changed"), was refused (a guest without map rights), or moved
everyone (a server admin's load changes the server's map; a lobby host's reload sent every guest
through it too).

Now client_tick tells the session first (multiplayer::begin_local_reload) and loads the same map
locally with no multiplayer rule (queue_local_load). The session keeps the reload as travelling in
the same world: a guest keeps telling the host or server it is loading (world_ready, so it does not
time out) and that it is back; a host says it is not in the world for that long, so its guests wait
instead of moving, and nothing is a host map change. A reload refused by the loader is taken back
(cancel_local_reload); one that never starts ends after 20 s; in no state to reload (changing maps,
joining) the mods show at the next level load. The dedicated server already handles a player
reloading on their own.
2026-10-24 19:56:09 -05:00
AyeZeeBB 725c18ef3d Mod Manager: a pause menu tab after Mod Options to browse, install, update and switch mods in game
A third ReSkate tab in the game's pause menu (native_menu.cpp slot 2, the Store's tab art), drawn by
the overlay as the other two are (mod_manager_page.inl, included into hub_page.cpp):

- BROWSE: search, categories in a panel of their own (shown only, hidden or either, kept in the
  profile), sort, a featured carousel and rows (most popular, recently updated, new, the biggest
  categories), a grid for results, and a mod's own page with its README, what it brings with it,
  and INSTALL, switch on or off and uninstall. Works from a controller: the carousel's card is
  one stop that left and right turn, and B goes back from a mod's page (the page's Back is held
  meanwhile).
- MY MODS: the Mods folder with the states the ReSkate menu shows; UPDATES: Update all.
- The foot of the page shows the install's progress and the apply's, and Apply (View on a pad).
  Leaving the menu with changes not applied asks first (a two-answer card in message_card.cpp,
  answered by the runtime as the message is); LATER closes the menu.

Behind it, Extension/Assets/mod_store: Thunderstore's listing (cached on disk), the installed mods,
and a queue that downloads and installs packages with their dependencies, updates and uninstalls
them. An update or uninstall of a mod the game holds open waits in Mods/.reskate-pending and the
launcher makes it before the next start (launcher_mods::apply_pending). Package icons load into
their own SRV slots (store_icons.cpp), sharing the launcher's icon cache.

Tests: mod_store_view (search, categories, the front page's rows, install plans), the pending
updates and uninstalls in mod_manager_tests, and the third tab in native_menu_view_tests.
2026-10-24 19:55:56 -05:00
nxroot f0bc4c92c1 Merge remote-tracking branch 'origin/main' into uninstall-pack-dependencies
# Conflicts:
#	Launcher/mod_manager.cpp
2026-10-25 01:34:52 +01:00
hypnomalice 00aef90a34 Mods: retain bundle-owned custom programs alongside verified stock aliases 2026-10-25 01:34:24 +01:00
nxrootandClaude Opus 5.5 52e32c5e52 Mod manager: review fixes for uninstalling what a pack brought in
- Forgetting uninstalled packs' records cannot close the launcher: a
  brought-in.json that cannot be rewritten (a locked or read-only Mods
  folder) is logged as a warning; the mods are gone already.
- A dependency the player had before is matched ignoring case, as Windows
  matches folders: one installed under another spelling counts as installed
  (it is not downloaded again or renamed) and is never recorded as brought in.
- UNINSTALL waits while an install runs, so the two never rewrite
  brought-in.json at once.
- A mod pack installs from GET MODS: a package with nothing to load of its
  own is taken when its manifest.json lists dependencies, as the install
  options already said; it was refused, so no pack ever got a record.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 01:33:20 +01:00
hypnomalice 744ced7209 Tests: audit bundle shader graph ownership and surface excluded material rows 2026-10-25 00:52:57 +01:00
hypnomalice ea13e8c22c Mods: preserve the selected bundle shader graph instead of importing foreign heaps 2026-10-25 00:09:14 +01:00
AyeZeeBB 54716f2798 Mod profiles: with other mods kept on, a profile is in use whatever the player's own mods are
With "Keep my other mods on when loading a profile", in_use compared every enabled mod in order, so
a player's own mod placed above the profile's mods made the profile read NO PROFILE IN USE although
all its mods were on, and loading it again moved that mod back down. Only the profile's own mods
count now: which are on, and their order among themselves.
2026-10-24 18:04:21 -05:00
hypnomalice c29cffdf9b Plugins: enforce declared input ownership and preserve holds through rebuilds 2026-10-25 00:01:46 +01:00
hypnomalice 0d91f6adf9 Capture: bound backdrop fitting cost and reject depth outliers 2026-10-25 00:01:44 +01:00