On a dedicated server reskate.level.current() was empty and level_loaded and level_unloading never
fired, so a server plugin could not tell which map ran or that it had changed. The server's
plugins are now told the map's level each tick, named as players' games name it (a destination's
level, after its "|"). When the server changes the map, they hear level_unloading for the old one
and level_loaded for the new one, as a game's plugins do; players load it after.
dingosdk_server_plugin_tests checks level.current() and both events across a map change.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Hs7xxJDf6SDcQUaXnzmtL5
reskate.session.skaters() returned an empty list on a dedicated server: its game for plugins did
not say where anyone was, though the host holds every player's latest pose. A server copy now gets
each player in the world with a pose: their id, the pose's root position, its heading (read as a
client reads it) and how long ago it arrived. A server plugin can now follow players itself, for
a race's checkpoints or a game of tag, instead of trusting what each player's copy reports.
Host::skater_poses() lists them for the plugins. dingosdk_server_plugin_tests drives the host with
simulated players sending poses and checks what a server plugin sees, and that a plugin without
session.skaters is still refused.
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
A lock tool like noclip and boosts. The player's game enforces it: the roster
carries guest_ollies (protocol 53), and the jump hook gives a locked ollie no
upward speed. Plugins get player.permissions.ollies.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The three features are Lua plugins in contrib/plugins (fpv-drone, board-break,
road-rash), built on what this adds to the plugin API: flight input, gamepad and
joystick reads with input capture, a rolled camera, a package's own sounds and a
synthesised motor (plugin_sound, plugin_wave, motor_synth), the skater's physics
events (skater_events), items worn over the outfit (outfit_overlay, skater_items),
the board's bones (board_pose), skater animation (anim_core), plugin images,
throwdowns started for chosen players, and server copies of plugins on a lobby
host and the dedicated server (server_plugins).
Removed from core: Extension/RoadRash, Extension/BoardBreak, the drone's flight,
radio, follow, OSD, beacon, outfit and sound code, its prop models (native_prop),
the DRONE, BOARD BREAK and ROAD RASH menu pages, home tiles and native menu rows,
their console commands, the drone follow debug action, the drone marker packet
(kind 36 stays unused; the roster keeps its byte) and the server's drones setting.
Kept in core, since every board needs it whichever plugins run: the breakable
deck packs (breakable_deck: which deck, its label and wheel spacing, the
boarddeck command and the BREAKABLE DECK card on the Mods page), and board_pose
keeping a deck pack's stretches out of sight, the baseplates on the deck and the
wheels at the deck's spacing on every board.