combine() recorded every source's copy of every EBX and resource asset, so that conflicting edits could be combined later. Map mods carry near-complete copies of the game's root-level bundles, so most of those copies are the game's own bytes. A mod's copy equal to the game's first copy of the asset, the copy edits are combined onto, is no longer recorded; the game's copy, recorded first, stands for it. A contribution points at its source's folder instead of copying the path. The merge report counts the copies left out.
The tests read the merged patch through CasStore and list_bundle, report a missing archive as a failure, and cover a mod archive numbered like a placeholder.
The music mod's song names its audio chunk; each map that takes the song carries the chunk too, and every chunk entry in the patch points at bytes inside its archive.
A carried asset was written again for every superbundle that carried it: 1.4 GB of 2.2 GB with 96 mods, which left no room for a live apply. Each one is now written once per install chunk, when its first superbundle settles.
Votes: a vote is decided by the votes cast, not by everyone on the server. It
passes when yes is its percentage of them, at the end of its time, or sooner
once the players still to vote could not change it. A kick still needs two
yes. The card's bar is yes in green from the left and no in red from the
right, with a mark where yes has to reach. No protocol change.
Map versions: a map installed at another version than the host's is no longer
loaded as it is. The download card offers the host's version (MAP VERSION,
UPDATE), which replaces the installed one and is applied while the game runs.
For that the live merge keeps each mod's fingerprint with where its archives
were placed, and places a mod again when its files have changed since: before,
a mod replaced while the game ran was read where the old one lay. When the
host's version is gone from Thunderstore, or the old one's files are in use,
the player is told and leaves the session.
Dedicated server: "maps reload" reads the Mods folder again, so a map copied
in while the server runs can be switched to at once. The server window reads a
copy of the map list.
Map names: a custom map's level is dingolevel_reskate_<map>, and "reskate" was
left in its name ("/map reskate badlands"). The map's own name is shown and
typed now; the old spelling still finds it.
as a level unloads, the game takes each mesh variation out of its registry by the
entry's mesh and reads it unchecked, and this map's meshes unload before
their databases. A guard on that one function has the read of a mesh that is
gone go on with the next entry, and logs how many were passed over.
Merge: carry added assets with a changed list, combine in-place values, list repeats once
Three merge bugs found by auditing 104 installed mods:
- A changed list (the music playlist) reached every bundle copy that holds
it, but the songs a mod added beside it only reached copies of the bundle
the mod added them to. The game keeps the playlist in eight bundles, so
the other seven named songs they did not hold. Added assets now follow
the change into whichever bundle copy takes it.
- An entry naming an asset that lost its name to another mod's asset is
now dropped from the list, both in the merged bundle and in the list
other mods' copies are given.
- Two mods changing values in place in one asset (lighting) kept one mod's
copy whole and silently dropped the other's. Plain values are now
combined, the higher-priority mod winning where both changed one. An
edit that also moved a reference or resized a list is taken whole or not
at all, and the merge notes whose changes are missing.
- A reference two mods both append to a list is listed once.
When several mods change the same game asset (the master music playlist,
for one), only the first mod's edit was read for the imports it names, so
only that mod's added songs, waves and chunks were carried into the other
mods' copies of the bundle (a map's level superbundle). Every later mod's
additions went missing on those levels while the game's own levels kept
them, which showed up as songs vanishing from the playlist on custom maps.
Read the imports of every changed asset, and merge a later mod's edit into
the stored change so the combined document's imports -- and the chunks
they lead to -- are followed too. Add a regression test with two music
mods whose songs must both reach a map's copy of the bundle.
- 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
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.
A fixture of a made-up game, a level mod with its own level superbundle holding
a copy of a bundle, and an asset mod that changes one asset to name a new song
and adds the song, its wave, the wave's resource and one asset nothing names.
The merged copy in the map's TOC must gain exactly the three the changed asset
leads to, whichever mod has priority. Against upstream's merge it fails with the
merge's own warning that the mod's additions to the bundle are missing.
The documents are built in the test, so it needs no game files.
A second scenario puts two mods' copies in the adder's own TOC and checks nothing is
carried into it and the merged bundle is just the union.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>