A server lists Thunderstore packages in plugins.required ("Owner-Name", or "Owner-Name-1.2.3"
for at least that version, at most 16). It checks each on Thunderstore as it starts and leaves
out one not listed as a plugin, and sends the rest with its map offer (protocol 55).
A joining player's game checks them before the server's map loads. Those missing, switched off
or too old go on one card with the map when that is missing too, so the player is asked once.
GET ALL downloads and installs each, switches on any that were off, runs one live merge when
any brings game data, and joins; CANCEL leaves. The game fetches a package only when
Thunderstore lists it as a plugin and it installs as one (a reskate-plugin.json naming Luau
code), whatever a server asks; anything else is taken out again, so a cosmetic can never be
required.
map_download handles a list of packages instead of one map, and the Thunderstore chooser takes
the category it needs. A map alone keeps its card as it was.
The mod list now notices a reskate-plugin.json that names an entry, reskate-objects.json and
reskate-music.json, and mods::mod_contents lists what a mod holds, most telling first. The
launcher's Type column shows the first of them (with "+" when there are more, all of them on
hover), and the in-game Mods page joins them. A reskate-plugin.json with only variants or
resident assets is not a plugin.
The UPDATE button moved from its own spot before the Type column to right after the blue
old -> new version, cutting a long name short rather than pushing into Type.
Hide and Seek, tag, spectating and ghost runs need one player to be
gone for some others, which no plugin could do.
reskate.server.hide(target, viewers, {skater, name, voice, sound}) and
reskate.server.unhide(target, viewers?) do it per viewer; viewers is a
player, a list of players or "all" (everyone on now but the target).
Wholly (the default) the target leaves those viewers' rosters, so their
games take the skater, its name tag and its objects away as for a player
who left, and the server sends them nothing of the target: poses, sound,
voice, outfit, effects and objects. No protocol change: the roster per
viewer is the one the cards and polls use, and the server's introduce
already holds a player back until shown. Shown again, the target is
introduced anew (outfit, then whole poses, then all its objects).
Without the skater (skater = false), only the voice and/or the sound is
held back and the player stays. Name and skater go together: a game has
no skater without its player, and hiding one without the other would
need a protocol change.
Refused while the target shares a party or a throwdown with one of the
viewers, whose game would lose a party member or a player mid-way; while
hidden, the two cannot come into one party. A plugin that stops shows
everyone it hid; a player who leaves is dropped from every list.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SYabE7FCPgj3SaWeF92EML
A server copy on a dedicated server had no chat, an empty session.world() and no way to change the
map or the time of day, though the server does each with its own commands. Now:
- chat (chat.read): each player's line as the server passes it on, the server's own lines to
everyone, and a /command the server does not know itself, which goes to the plugins instead of
"Unknown command" while one hears chat, so a game mode takes its own commands;
- session.world(): the server's world and the name of its map;
- travel.levels() and travel.load(): the server's maps, and a map change as the console's map does
(checked, saved and logged);
- world.set_time(): the time of day for everyone, as tod does, when the server has its world
layers and layer-sync is on.
The names custom chat commands may not take now include every server command: lock, unlock, locks,
throwdown-locks, words, bone-reach and poll-run were missing, so a custom command could hide them.
Plugins: server cards and polls, mods.content on dedicated servers, world_to_screen bounds
Conflicts in the plugin and server plugin tests, where #348's role tests and this PR's tests were
added in the same places: both kept.
"bind reskatemenu" runs the menu command, which went with the drone's commands when the drone
became a plugin, so every press said "Unknown command" and a player without an Insert key had
no way into the menu. At startup the log now warns about a bind whose command is not registered.
The server took a player as away unless their skater moved or they chatted, talked or changed
objects, so a pilot of the FPV drone plugin, whose skater stands still, was removed by the away
limit. The game now notes when the player works the controls (keys, mouse, a gamepad's buttons,
sticks and triggers, a joystick a plugin reads) and tells the server every 20 s while they do,
with a new presence packet (protocol 54). The server counts it as activity, once in 10 s at most.
A server plugin could only reach players through chat lines (say, tell).
A mode that asks players something (which track next, join the next
round) had to read chat commands, and could not show a card.
reskate.server.card(who, text, seconds) and reskate.server.poll(who,
question, answers, {seconds}) put a card or a poll on the screens of a
player, a list of players or "all", in the slot the roster already has
for the server's announcement and vote, so games need nothing new and
the protocol is unchanged. Each player's is their own and shows over the
server's until it ends, then the server's shows again. A poll has one id
for everyone it asks; a player's answer ("/2", as the game sends it)
closes it for them and comes back to the plugin that asked as a
poll_answer event; a poll that runs out, is replaced by a newer one for
that player, is closed with reskate.server.poll_close, or whose player
leaves comes back as poll_closed with why. The plugin counts the answers.
Both need the "server" permission and a server copy on a dedicated
server; a lobby's host has no roster slot for them. Answering a plugin's
poll is not a server vote, so it does not ask the player's role for
"votes". A plugin that stops takes its cards and polls with it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SYabE7FCPgj3SaWeF92EML
A server plugin with mods.read could call reskate.mods.content, but the
server's game had no content of its own, so it got nil and "not
available". A mode that keeps its data in mods (a race reading start
and finish from a park mod) could only read it in the players' games.
The server now answers from every mod folder in its Mods, by name, as it
finds its maps there; it has no load order or mods.json. A hidden folder
(.reskate_plugin_data) and names a plugin could not ask for are left out,
and a mod's title is its manifest.json's "name".
The listing and reading moved from plugin_game_runtime.cpp into
plugin_content.cpp, which the game and the server share, so both keep
the same limits: the folders the manifest's "content" names, 1000 files,
four folders deep, 1 MB a file, nothing outside the mod's folder. The
game's side is unchanged apart from calling it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SYabE7FCPgj3SaWeF92EML
A point just in front of the camera and off to the side projects to
millions of pixels. world_to_screen handed that back, and drawing it
(d:poly, d:line, ...) raised "must be a finite position", so a client
plugin that drew a world marker near the camera was switched off after
five errors. world_to_screen now returns nil when x, y or the depth is
not finite or beyond 1e6, the same bound the drawing functions use, as
it already did for a point behind the camera.
The draw test now also checks that its handler ran to the end; before,
a failing assert inside it went unnoticed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SYabE7FCPgj3SaWeF92EML
The FakeGame test for player.role ran its console command straight after apply(), before the
host had taken the session's players (Host::follow_session runs from tick), so the server copy
indexed a nil player. It ticks each host once first, as plugins_server_copies_are_the_authority
does; the player's copy and the plugin without server are then refused for the reasons they test.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Hs7xxJDf6SDcQUaXnzmtL5
A server plugin could not see the roles of a dedicated server (data/roles.json), so a plugin that
wanted only moderators to use some of its commands had to keep its own list of SteamIDs. In a
server copy with the server permission, a player table now has role: a read-only {name, rank,
staff}, the role the player has now (the one given them, or the server's default), read from the
server each time. staff is whether the role gives any of the server's commands. It is nil for a
player with no role, for the server itself and on a lobby's host. Each read counts as a server call.
dingosdk_server_plugin_tests reads a given role, the default role and a role given while the
player is on, and checks the table is read-only and a plugin without server is refused;
dingosdk_plugin_tests checks the API on a server copy, and that a player's copy and a plugin
without server cannot read it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Hs7xxJDf6SDcQUaXnzmtL5
A mod's objects each got a tile of their own, titled with the raw key, so sizes or colours of one
object could not share a tile and X / Square had nothing to pick from. A reskate-objects.json in the
mod folder now gives them titles, families and categories, read at startup into a mod_objects map
kept apart from the game's own items. It only adds: taken ids and the game's items are left out.
Each part of the local board (deck, grip, trucks, wheels) has a material instance with a few
shader values of its own, found in the running game. reskate.board.parameters lists them by key
and type. set_parameter holds a colour or a number there each tick, published until it shows, and
the board's own value comes back when the plugin lets go or stops. Integers and switches pick how
the board is drawn, the store's foil looks among them, so plugins only read those. Only your own
screen changes.
PR 343's Filmer becomes a Luau plugin mod (kept in contrib/plugins/filmer) on general APIs instead of
its own C++:
- reskate.skater.carry: something held out in one or both hands and aimed, the body crouched (feet
kept) and hunched over it, turned on the spot after it (Extension/Skater/carry.cpp, from the PR's
filmer_hold.cpp, with tests)
- shown = "everyone" | "others" | "me" on skater.pose, reach and carry: the pose sent to the other
players and the one drawn here are split when asked
- reskate.camera.cycle and the camera_cycle event: a plugin's camera as the last step of the camera
height button's cycle, after first person
- reskate.session.nametags(false) holds the names over the other players off
- board.hide(bone, {others = true}) hides it in the board the others are sent too (a sent-pose filter)
- outfit.set takes hand wear slots; input.bind takes an action with no key of its own
The item browser reads grids up to 4,096 rows, but the native list writer it
publishes them through refused more than 1,024, so a bigger tab failed with
"Native menu list is invalid." every pass. The writer now takes up to 4,096.
A dedicated server's park mods could only be spawned from its console, an admin's chat or a vote,
so a server plugin could not bring out the park its game is played in. A new permission,
server.parks, gives a server copy reskate.server.parks(), which lists the park mods set up with
whether each fits the map running now and is spawned (its objects and minutes left), and
reskate.server.park_spawn(name, minutes?) and park_remove(name), which return ok or false and why.
They go through park-mod add and remove, so the park limits, the map check and the chat lines stay
the server's. Their "[parks]" lines are logged "by plugin <id>". A name is a park mod's own (1 to 16
of a-z 0-9 - _) and minutes are 1 to 1440, or none for until removed. Reading the park files is not
part of this: a plugin brings what it needs to know about a park in its own package.
dingosdk_server_plugin_tests spawns and removes a park mod through a plugin and checks what it is
refused; dingosdk_plugin_tests checks the API on a server copy, and that a player's copy and a
plugin without server.parks cannot use it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Hs7xxJDf6SDcQUaXnzmtL5
- reskate.entities.blueprints lists the game's object blueprints (meshes only if asked),
and reskate.entities.bounds gives a blueprint's box, so a mod can pick a prop by list or at random
- Attached objects take upright, turn and ground (a floor found within reach below), the "root"
joint, and a 6th options argument with solid; spawned props' bodies are found and ghosted
- reskate.skater.hide, reskate.world.pick, and skater.get gives right and switch
- reskate.console.command takes an optional 4th table of subcommands; the console lookup
suggests plugin commands word by word, and plugin commands lists the subcommands
- objbody: a test command for finding which body setter takes a prop out of collision
The SDK knew grind exits: reskate.skater.grind_exit took a toe/heel/left/right wish, and C++ worked
out the rail's direction, toe and heel from the stance and facing, the 1.8 m/s and the strength.
That logic is now the grind-exits mod's own Lua (plugin/exits.lua, kept on this machine). What has
to run on the physics thread is general:
- Extension/Skater/launches: every launch of the local skater (ollie, grind, no_comply, boneless),
classified by its call site and the state before it, with the board's direction of travel; the
`launch` event for plugins with events.skater; reskate.skater.shape_launch(from, {across, along,
up}) sets those speeds against the travel, one plugin a kind.
- reskate.skater.get() gains `right` (the root's right axis) and `switch` (the game's stance flag).
- Extension/Skater/pad_hide: reskate.input.hide's pad filter, out of the old grind exit file.
Removed: reskate.skater.grind_exit, the grind_exit event, GrindExitWish and GrindPop.
Physics state 701 is a grind too (the game checks it with 400 in about a dozen places; the
2026-10-11 measurement only reached the 400s): pops out of it were dropped, and skater_state called
it "other". Launches, skater_state ("grinding") and the trainer's grind pop all count it now.
Tests: the grind-exits plugin test drives the new path (11 checks of its own).
A plugin that calls flag.leave() on `open` (Tag and Infected outside a session) sent the game an
exit from a setup that never opened. The game never took it, and every later flag's setup waited
behind it. A registration left before its setup was asked for now just ends, from flag.leave()
and from the waiting card's Leave alike (leave_unopened).
The join card says which flag it read and how it was branded, or which buttons it has when it has
no Enroll; its branding errors were swallowed. Joining another player's plugin flag says whether
its plugin heard join, or why the player was taken out of its queue. A navigation that waits on
the game's says so every 3 s, and a setup that does not open in 15 s says so.
A plugin edited in another window reloaded at every save while the game was in the background.
A change found then is held, and loads once when the game window has the focus again (the log
says it waits); the first set of plugins still loads at once, focused or not.
The game's skater loader builds each recipe slot with that slot's own function, which puts the
item's appearance preset on a material named for the slot's kind ("Outfit_Top_mat"). An item worn
on top sits in another kind's slot, so its mesh found nothing under its own material ("Bottom_mat")
and drew white. The preset lookup guard's addEsShaderPreset hook now also puts the preset of an item
on top on its own kind's material (layer_materials.h: which presets those are, from each item's
catalog folder and AssetPaths; the five native functions checked by their first bytes).
The outfit service logs what goes on top and where, the slot trials, why an item is not worn and
what it waits for.
General APIs from pull request 269 (the player's own item tabs and outfit layers), whose tabs,
panels and prompts are now a plugin's (contrib/plugins/item-tabs, kept on this machine):
- reskate.menu.grid_show(keys): a plugin's list in the item grid that has the focus, drawn from
every grid of the screen; reskate.menu.grid_mark(keys): the game's check on tiles. menu.grid()
also says whether a list shows, whether it is empty, and where the grid's own prompts end.
- reskate.outfit.on_top(items) and on_top_state(): items worn on top of the outfit in the slots it
leaves empty, the item given the slot's category, a slot tried and left if the game reports a
failed load (ReSkate.layer_slots.txt remembers which load where); paid store items refused.
Part of the shared outfit service, with reskate.outfit.set.
- reskate.input.game_keys(keys): presses the game does not see, by any way it reads the keyboard;
"Delete" is a key name.
- d:game_image draws the customization menu's 17 category icons ("cas_tops", ...).
dingosdk_plugin_tests skips the test of a contrib plugin that is not on this machine.
Now that features are Luau plugins, nothing needs mods of ReSkate's own:
- The OFFICIAL tab and its rail tile are gone, with Launcher/official_mods (the backend's list, the
install, update and sync, and Play's wait for them).
- GET MODS lists and updates Board Break, Road Rash and the rest like any other package, and MY
MODS no longer marks them Official or keeps them out of UPDATE ALL.
- The merge may leave one out over a conflict like any other mod; the version stamp, the on/off
helpers and the move out of the old .reskate-official folder are gone from builtin_packs.
- Installed copies stay in Mods as ordinary mods. The retired first Board Break is still left out.
Resolved where main's trainer meets the plugin branch:
- Board Break, the drone, Road Rash, Hall of Meat and Grind Exits are plugins here, so their
built-in code stays deleted: the trainer no longer hands Board Break's wear values back (the
plugin does not tune physics), its QUICK SETTINGS list no longer names Grind Exits or Board
Break, and the drone's debug action and menu are not brought back.
- The trainer's pump power, gravity, revert boost and transition help run beside the plugins'
pushes and velocities on each physics step; both sides' new declarations are kept.
- The game's own pad reads go through game_pad_read (the gamepad filter, Dark Pop's D-pad hiding,
the grind sticks) and then the plugin branch's menu and hidden-button handling.
- The trainer's forced grind settings are noted as the stance like any other value.
From 2.1.1's Sentry reports (60,000 in three days, 2026-10-21):
- Textures: a stale render texture handle takes the game's default texture instead of reading
through null (Skate.exe+0x3e897fb, a third of all reports, every one with TheVlixOne-Nike_Pack 2.3.x).
- Physics: the wake pass's bitset is made as long as the world's owner list once indices pass
20000, after long multiplayer sessions (+0x3d99e2f, +0x3d9ee43, +0x3d9ee47).
- Music: more than 1024 candidates are picked by ReSkate; the game's shuffle wrote past its stack table.
- Streaming: a staged read's piece that reaches past its 64 KB buffer is left unfilled (VCRUNTIME memcpy).
- Multiplayer: a remote skater or board whose parent bus link is damaged is left alive instead of
destroyed (+0x2b94cd0).
- Mesh pool: on an integrated GPU its budget is capped by the RAM and page file free; the Memory
line says what the PC has left.
Launcher:
- A folder with non-ASCII letters is a hard stop (the boot crash +0x18df4cf came after "Start anyway").
- The game's data files are checked against the supported build's sizes (from Steam's manifest);
missing, cut-short or online-only files send the player to verifying.
- One game per folder: the launcher will not merge or start while one runs there, and ReSkate.dll
holds the folder's mutex.
- Advice on the ready screen for PCs short of RAM and page file; reports carry pc.ram_gb and
pc.commit_free_gb.
Stuck loads:
- A load in one stage for two minutes sends a stuck-load report (every thread's stack and the log,
error.type stall, load.stage, load.seconds) while the game goes on (crash protocol 6).
- A load the player closes sends its timing with the stage it was in.
Logs: the PanelTrace diagnostics and the neighborhood unlock override's observation lines are gone.
Players found the flat ground stutter goes away with Animation timing at 1, so
that is the default now: moving Gravity off 1 gives normal-gravity timing at
once, and the Advanced gravity fold is there to change it. Saved under a new
key (gravity_animation_timing), since 0.8.5 saved its default 0. The gravity
tooltips break into paragraphs.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Pull request 326 split into general plugin APIs and contrib/plugins/fit-check:
- reskate.capture (start, stop, discard, state, compare, kept, save): the screen
recorded before the overlay draws, cut out by the game's depth or by colour,
saved as GIF, APNG, PNG or WebM with an optional card; the "capture" permission.
- reskate.room.turn: a stand-in pad's stick held over to turn the menu's preview.
- reskate.menu.game and reskate.menu.grid: what the game's menu and its item grid show.
- reskate.outfit.worn, board and title: what the skater wears, by name.
- reskate.files.reveal: a data folder opened in Explorer.
The plugin finds where the turn comes round, eases the stick off, picks evenly
spaced frames and saves them with the board's parts or the outfit on the card.
Players still saw landings stutter on flat ground tricks with Gravity at
x1.31: the game fits a trick into the time to land but cannot hurry a catch
past its own speed, so in a shorter flight the catch is still playing when the
wheels touch. A fold under Gravity adds two levers:
- Animation timing (0 .. 1): the skater's air animations play faster by as much
as the flight is shorter than at the game's gravity (rate hook 0x10dd2f0), so
tricks and landings keep their x1 timing; 0 is the game's own, between part
of the way. Back to the game's rate on landing or when the countdown stops.
- Landing gravity of its own: the gravity the game plans landings with (the
landing searches), the same as Gravity unless set.
Options gravity_timing, gravity_landing_own, gravity_landing; presets carry
them; they let go with Gravity under a host's physics or with boosts off.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The Grind lock-on dial drove only the ground lock-on values; the reach from the
air (physicsgrindsair.maxdist*, physicstrajectory.scoregrind) stayed stock, so
at 0 the board was still pulled onto rails in flight (over a gap, over water).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The game finds where and when a flight lands by walking trajectories with the
gravity of the trajectory query manager (rva 0x7785da8 +0x30, 9.8). The air
state follows the record it chose, so with any other gravity the landing stayed
late on real jumps (a player at x1.25). 0.8.1 only re-planned the animation's
landing countdown, for flat ground. The manager's gravity is now the trainer's
while it holds one, and goes back to 9.8 when it lets go; the countdown patch,
which would now correct twice, is gone. Guarded by the code bytes of 0x473e312.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The game takes the first H.264 encoder Media Foundation lists, and that is the AMD one
even when the game renders on another vendor's GPU. It cannot take frames from that
device, so the export ended in 'Failed to save video'. Hardware encoders of a vendor
other than the render GPU's are now left out of the video encoder list.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
- reskate.animation.mirror makes a clip for the other stance (Left and Right trade across the board's
length, each joint from its rest; the board mirrored as itself), and info gives a clip's stance. The
game's trick clips stand goofy: the studio mirrors one for a regular skater, which played half a
turn round in game.
- The studio no longer holds the skater with noclip: he left his board and the flight pose showed
through. His board is stopped once instead; while drawn in the room No Bail guards him, and the
game's own placement goes back into the pose before its physics.
- The whole board is held rigid while a clip moves it, deck mount included.
- The room closes when the game's menu leaves the Skaters page, and the studio closes with it.
- The studio's first camera angle is the PR's, taken once the room's joints are read.
- A log line every 2 s while a clip plays (Clip pose: updates, renders, scale, heights, the joints
that change most), kept while the room's pose is still checked in game.
- A clip marks the joints it only turns (Clip::turned_only, kept in the clip file): those keep the
skater's own position, as the game does; a game trick no longer changed his size.
- While a clip moves the board, its trucks and wheels are held as they were on the deck: the board
physics shook them.
- The character room's facing is taken once: the Skaters page turned its skater on a right drag, and
ours turned with it and sprang back.
- A plugin's cursor reads the middle button from Windows and raw input as well: it did not reach
ImGui in game.
- The studio waits until a bail is over (its state, or 4 s after the bail event): held still mid-bail,
the game took the hold away and the skater went on bailing behind the studio.
- The character room's walk back gives up after 8 s: with no skater ready (a respawn) it could not
step, and the studio stayed on its loading screen.
- reskate.animation.game_clips lists the game's animations and "game:<name>" plays one: the
skater's Eclipse clips decoded from its data (Extension/AnimationStudio/game_clips, ported from
ReSkate Studio's animation export), matching make_trick_library.py's clips.
- reskate.animation.play's floor stands a clip on the floor where the skater is, its board's lowest
point on it, as the pull request's studio did; the game's trick clips no longer sink.
- Animator Studio lists the game's tricks from its data; the Python tools are gone.
reskate.session.touch, touching, hide, hidden and raycast, and the touch and touch_end events.
The session publishes every skater's body as capsules while a plugin reads them; a hidden
player goes through the same path a throwdown's hidden players do.
- reskate.room.open, leave and state, with the room permission: ReSkate walks the game's menu to the Skaters page (its navigation events and RB on an internal scripted pad, as PR 297 and PR 230 did), draws the local skater on the room's floor and hides the room's own skater and board; other players are not sent the room. Extension/World/character_room, the room placement and hiding in skater_animation, and post_native_ui_event made general.
- reskate.input.text: what is typed while the plugin's screen is open; while it types, Esc is the plugin's.
- Animator Studio opens in its room (the Studio room setting, as the PR's), under its loading screen, or where the skater is when the walk fails; its card's name, trick and numbers are typed into in place.