Commit Graph
19 Commits
Author SHA1 Message Date
AyeZeeBB 574860da72 Binds for first person, the HUD, voice chat, time of day, No Bail, challenges, nametags and dots
Binds for first person, the HUD, voice chat, time of day, No Bail, challenges, nametags and dots

Eight more actions can be put on a keyboard key, a chord or a controller
combo, in the binds list beside the others. None is bound until the player
binds it.

- First person, Hide HUD, Voice chat on / off, Next time of day, No Bail,
  Show / hide challenges, Player nametags, Player dots.
- Each bind runs the console switch for it, so it follows the same rules as
  typing it: No Bail still answers to a server that has it off, and the time
  of day goes to the server for an admin where the server sets it.
- They are one table (action_binds): a bind is its name in the profile, the
  name "bind <name>" takes, its label and its command.
- "bind firstperson|hidehud|voicechat|tod|nobail|challenges|nametags|
  nametagdots <n>" sets one from the console; 0 clears it.
- They are not read while the menu, the console or the chat box is open.

Console, which the binds use and anyone can type:
- Every on/off switch takes "toggle" ("nobail toggle", "hideui toggle").
- "firstperson 0|1", which was only in the menu.
- "tod next": the time of day after the current one.
- "mp voice-chat on|off|toggle": the player's own voice chat, leaving the
  rest of their voice settings; it says which way it went in their chat.
2026-10-08 22:39:05 -05:00
AyeZeeBB 5967124f3a Vote card above chat with rebindable Yes and No; fix full servers breaking on extra slots
Votes on a dedicated server show as a card above chat instead of being
followed through chat lines.

- The card has what is voted on, the Yes and No counts, how many are needed,
  a bar of how far Yes has got, and the seconds left. When the vote ends it
  shows Passed, Failed or Cancelled for four seconds.
- Yes and No are two buttons, labelled with the player's binds. The answer
  given is highlighted and can be changed. They can be clicked whenever the
  cursor is free (chat, menu or console open).
- Two new binds, "Vote yes" and "Vote no", in the binds list: F1 and F2
  unless changed, to keys or controller combos like the others. They are
  read only while a vote is running, and not while typing.
- /yes and /no still work and show on the card. The player a kick vote is
  about sees the card and has no vote in it.
- Console: "mp vote yes|no", "bind voteyes <n>", "bind voteno <n>".

Server:
- The roster carries the running vote (id, kind, tally, seconds left,
  starter, target, label) and the one just finished with how it ended.
- A chat line is no longer sent for each change of the tally; the lines for
  a vote starting and ending stay.

Fix: a dedicated server's roster may list more players than its limit.
The extra slots for reserved players and admins (33 of 32) made a roster the
protocol refused to encode, so with one in use the server logged
"Server error" every pass and stopped part-way through each one until
somebody left. Lobbies hosted by a player are still held to their size.
2026-10-08 21:54:45 -05:00
AyeZeeBBandClaude Opus 5.5 4f92ec0d22 Merge pull request #98 from Vebjorhk: keep the game off EA's online services
Without contrib/ea-watch.ps1, the script for recording what the game connects
to, and without the README line that pointed to it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 21:37:42 -05:00
zeex64 4bfa71e94f Merge branch 'main' into main 2026-10-08 20:49:51 -05:00
wilu222 73e71a1be6 Keep the board wear toggle on across map changes and restarts 2026-10-08 20:54:47 -04:00
Swagi-Redacted 94e4df12ba Sync latest bind changes, added freecam bind, tp to freecam bind, and off board up boost 2026-10-08 13:40:35 -04:00
VebjorhkandClaude Opus 5.5 e3ec512878 Keep the game off EA's online services
Skate.exe contacts EA on every launch, offline mode included: error and
session reports (collector.errors.ea.com), SDK telemetry
(freeform-river.data.ea.com) and remote configuration (gcs.ea.com).

- Block the game's lookups of ea.com and tnt-ea.com names inside the
  process (getaddrinfo and the other Winsock resolvers). Installed at
  bootstrap, and fails closed like the EA app launch block
- Turn EA's error reporting (EadpErrorsData) off in game, next to the
  existing DingoTelemetry settings; the game ignores them on its
  command line
- Leave EA's image CDN (dingo-dev-assets.akamaized.net) reachable for
  the fast-travel artwork, which only downloads images
- Add a hostname test, contrib/ea-watch.ps1 to check the traffic, and a
  short note in the README's privacy section

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 21:58:11 +02:00
xThrasherrr 7007ad0389 Name the missing map when leaving a session over it
The host sends the map's name with map offers and changes, since a player without the map's mod has no manifest to name it from.
2026-10-05 15:09:30 -06:00
AyeZeeBB c930b512e6 Backend lists for tags, cosmetics and bans
- 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
2026-10-04 22:33:57 -05:00
AyeZeeBB 493cc4f5a1 mem pool cap decrease 2026-10-04 19:14:36 -05:00
zeex64 7e774f4f71 Merge pull request #37 from andrewnakas/trainer
Add a TRAINER page: live physics tuning, presets as dials, practice markers, jump telemetry
2026-10-04 13:52:55 -05:00
AyeZeeBB 76330e40bb Skater slot, menu and throwdown fixes; MY MODS rework; lobby parties
Skater slot, menu and throwdown fixes; MY MODS rework; lobby parties

Saved skaters (Extension/Customization, Extension/Skater)
- The selected slot, and slots before it, came up as the standard
  skater after a start or map change. The game asks for a slot's saved
  outfit once per level, and that happened before the cosmetics catalog
  could be read. The first selection now waits for the catalog (60 s at
  most), and later map changes check against the catalog already read.
- The retry from abdda77 is removed: the record it wrote to is a
  temporary on the game's stack, so it could never work.

Pause menu (Extension/UI/NativeMenu)
- ReSkate's entries stopped working after enough map changes: each
  level change took new slots in a fixed table of 1024 for the same
  buttons. A button now keeps its slot, and a full table hands out the
  slot that has gone longest unused.

Throwdowns (Extension/Throwdowns, Runtime/runtime_init.cpp)
- Multiplayer crashed when someone placed a throwdown after a map
  change. The event types are freed with the level but were cached for
  the process. They are now cleared when a level is left, checked
  before use, and looked for again in each level.

MY MODS (Launcher/gui_mods.cpp, gui.cpp)
- Search, a filter and an order; a switch per mod; a menu per row.
- Multi-select with tick boxes, Shift-click and Ctrl+A, and a bar to
  enable, disable, move, update or uninstall everything ticked.

Lobby parties (Extension/Multiplayer/Session)
- A lobby is no longer one party. Its host keeps parties the way a
  dedicated server does: invite, accept, join, leave, kick, promote,
  open and close, with "/p" party chat. The "Lobby party" switch is
  gone. Protocol version unchanged (38).

Mod merge (Engine/Vfs), follow-ups to e715b9b
- Files rewritten into the merged patch are tracked by position, so
  another mod's added assets no longer shift the lookup.
- Two mods adding different assets under one name is now noted, with
  whose copy the maps get.
- mod_merge_unshift_tests compiles with the launcher tests on.
2026-10-04 13:27:21 -05:00
ReGlitched 1664c0a855 layer scan fix 2026-10-03 22:37:22 -06:00
andrewnakasandClaude Opus 5.5 8eedd0a5c4 Add the ReSkate Trainer: a TRAINER page with live physics tuning, presets, practice tools and jump telemetry
All new code is in Extension/Trainer. The game thread owns the trainer's state; the menu
page only queues `trainer ...` console commands and reads two snapshots.

- physics_tuning_model keeps the field and curve names the game's EBX carries, so the
  editable table is built at run time from the player's own data.
- physics_tuning exports game_tuning / read_live / write_live / refresh_skater, with the
  same field whitelist and curve rules as the session sync.
- no_bail publishes the physics state the local skater's selector last chose (air time,
  wipeouts).
- A guest under host tuning cannot edit; teleports follow the host's noclip permission.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-03 09:49:58 -06:00
ReGlitched fa07f912f4 cool hoodie :D 2026-10-02 23:08:12 -06:00
AyeZeeBB b763631b77 Trim per-frame multiplayer client work; size mesh pool to the GPU
Mesh streaming pool (fixes loading crashes on older GPUs)
- 1.0.0 forced MeshStreaming.PoolSize to 3.5 GiB on every card. An RX 580
  crashed while loading with DXGI_ERROR_DEVICE_RESET, and the oversized pool
  is the likely cause. The pool is now a quarter of the largest hardware
  adapter's dedicated video memory, capped at 3.5 GiB; cards of 6 GB or less
  keep the game's own 520 MB. The card, its memory and the chosen size are
  logged once at startup.

Remote players (busy servers)
- Transform interpolate is inline plain arithmetic: 22 -> 5.8 ns per joint.
  It was 4% of a busy server's client frame, since every player within
  200 m has the whole skeleton interpolated every frame.
- Players out of the camera's view and more than 8 m away are sampled at
  20 Hz, like far players. Their position still updates every frame for
  collision, sound and nametags, and a player coming into view is sampled
  that frame.

Expression hooks (run for every expression the game executes)
- No profiler zones in the expression hooks: taking a sample switched them
  on, inflating the very samples that measured the hooks.
- The throwdown lab pump does one sorted lookup of the running graph and
  skips everything else for graphs it doesn't watch (graph_throttle gets
  throttled_graph for this).

Settings and memory reads
- Script gameplay-setting and native-setting gets are served from small
  per-thread caches, keyed on the asset/key address, its first 8 name
  bytes and a new profile::Store::changes() counter, instead of a store
  lookup each call.
- Per-frame reads in the client tick, native settings and population
  controls use memory::peek instead of ReadProcessMemory.
- Script error logging probes each argument pointer once.
2026-10-02 21:07:43 -05:00
AyeZeeBB f7fc909ca7 Revert "Keep launcher alive through Skate startup; trim per-frame client work"
This reverts commit b7932535e5.
2026-10-02 20:19:51 -05:00
AyeZeeBB b7932535e5 Keep launcher alive through Skate startup; trim per-frame client work
Launcher
- "Close the launcher when Skate starts" now hides the launcher and exits
  when Skate.exe does, instead of exiting as the splash opens. Outside a
  Steam library, Skate's protection closed the game (TerminateProcess 0x32)
  when the launcher exited during startup; players confirmed turning the
  setting off avoided it.
- STATUS tile warns when Steam isn't open or signed in that PLAY starts
  offline as Unknown Player (hidden when Offline mode is chosen or while
  launching).
- Setting description updated to match.
Startup interventions (20260929)
- exit_return 0x87755f2 -> 0x87fe7fb: the last LEA RSP,[RSP]; JMP stub
  before the PUSHFQ / LOCK CMPXCHG routine, as 0x87367cf was in 20260908,
  and the return address player logs show. Only enforced once a frame site
  is armed; this build's protector has no equivalent rep stosb frame clear.
Client frame cost (profiled 2026-10-02)
- Transform interpolate is inline plain arithmetic (~1% of an MP frame).
- Script gameplay-setting and native-setting gets are served from small
  per-thread caches keyed on asset/key address, name prefix and a new
  profile::Store::changes() counter, instead of a store lookup each call.
- Hot-path reads in client tick, native settings and population controls
  use memory::peek instead of ReadProcessMemory.
- Script error logging probes each argument pointer once.
2026-10-02 18:56:57 -05:00
AyeZeeBB ca1d82f636 1.0.0 Release! 2026-10-02 14:40:41 -05:00