54 Commits
Author SHA1 Message Date
zeex64 b2b434e622 Merge pull request #143 from moelrobi/claude/loving-goodall-98qb8j
Server votes: custom votes, polls, more vote settings and announcements
2026-10-09 16:06:15 -05:00
Robin MöllerandClaude Opus 5.5 c996fbda13 Server votes: custom votes, polls, more vote settings and announcements
Builds on the 2.0.0 vote card. Protocol 46: a server's vote can now be a
poll, and the roster carries who may start polls, the owner's own votes
and the current announcement.

Custom votes (votes.custom): the server owner defines /vote <name> [choice]
in ReSkateServer.json. When one passes, the server runs its command as the
console; {map} is the current map and {arg} the player's choice, which must
be one of the vote's "choices", so players never put free text into a
command. They show in /help, /vote list and the "/" menu.

Polls: /poll <question> | <answer> | ... with 2 to 6 answers. A poll runs
nothing. Players answer by clicking a row on the vote card or with /1, /2...;
the card shows each answer's count, then the result for a few seconds.
votes.polls says who may start one (off, admins, everyone), poll_seconds how
long it runs, and /poll end ends it early (its starter or an admin).

More vote settings: each vote may have its own seconds, cooldown_seconds and
min_players; starter_votes_yes says whether starting a vote counts as a yes.
The "votes" admin command sets all of them.

Announcements: "announce <text>" posts a chat line and shows a card at the
top of every player's screen. The new "announcements" section holds messages
the server posts in turn every interval_minutes while players are on;
"card": false keeps them to chat. Managed with the "announcements" command.

Older configs gain the new settings with their defaults on first start.
Server/README.txt documents them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WbSRfNf5T9wX4XMMQ5kwia
2026-10-09 21:01:40 +00:00
AyeZeeBB 464e189d61 Guard the game's level unload against an entry with no asset
Leaving a level could crash the game: an access violation in Skate.exe at
+0x3f5fc52, on one of its worker threads, with no ReSkate code on the stack.
Three reports from one PC show the same crash at the same address (two on
2.0.0, one on 1.1.8), each about half a second after leaving Skate3Improved on
a server of 81 to 101 players.

While a level unloads, a job walks each unloading object's table of 0x30-byte
entries and reads a number at +0xc8 of the asset each entry points to. An entry
whose asset never resolved holds null there, and the game reads it unchecked.

The loop is rewritten in place at startup so such an entry is skipped. The
2-byte nop before the loop makes room for a jz straight after the pointer is
masked, the two moves it displaced follow it, and the loop's jump back is
retargeted to the new start. Everything from the read on stays where it was;
nothing else in the function jumps into the rewritten bytes.

The patch is applied only when the game's 50 bytes are exactly what it was
written for. Otherwise the game runs as shipped and the log says why; startup
goes on either way. The log shows "Level unload crash guard: ready" when it is
in.

Not known: which asset is unresolved (the map's, or something another player
had equipped), and why it only happens some of the time. The reports hold
stacks only.
2026-10-09 14:49:33 -05:00
zeex64 b158887f06 Merge pull request #137 from Krischan-Klug/main
Add Hall of Meat: the bones a bail hurt and its Meat score
2026-10-09 10:24:36 -05:00
AyeZeeBB b3b067a356 The creator tag reads "Content Creator"
The badge a content creator gets before their name, in chat, on their nametag
and on their own tag in the menu, said "Creator". It now says
"Content Creator". Tests and comments that quoted the old text follow.
2026-10-09 10:04:49 -05:00
Krischan-KlugandClaude Opus 5.5 c7d2ca3601 Add Hall of Meat: the bones a bail hurt and its Meat score
As in skate. 3: when the local skater bails, the bones it hurt show over
the world through the body, yellow where a hit bruised one and red where
one broke it, with the bail's Meat card in the bottom left corner in the
place of skate.'s own HUD there: its time, hits (head hits double,
vehicles half again), broken bones, road rash, airtime, fall, top speed
and rotations, each scoring, and the map's best. A bone breaking pulses
the screen's edges red and, in single player, slows the game down a
moment. Off until switched on, as in skate.: in skate.'s menu (Custom
Stuff > Player) or with `hallofmeat 0|1`, saved with the profile.

Everything it draws is skate.'s own, read from the installed game: its
skeleton mesh (the Dem Bones costume) posed with the renderer's own
skinning matrices, its scoring icons, the THRASHER wordmark and its UI
brush strokes. Nothing is shipped.

How it works: No Bail already hooks the skeleton response, which runs
once a physics step right after the body contacts; it now hands that step
on, with the local skater it follows, but only while Hall of Meat is on.
Each step reads what every ragdoll body hit and how hard, and whether the
skater is a ragdoll; the bail runs on the game's own clock so slow motion
measures what the body did. The feature's own hooks, on the renderer's
skinned draw packets and main view and on the UI model's write, are
prepared at startup and switched on only with the feature, and off again
once the HUD corner and the game's speed are given back: switched off, the
game never calls them and the physics step pays nothing. The skeleton mesh
is read the first time it is on; only the images are read at startup,
since the overlay builds its atlas once. The renderer's picture of the
skater is read only while a bail shows. The menu's switch reads the
overlay model like the others. Every address is in the build table with a
fingerprint checked before use. Extension/HallOfMeat/README.md describes
the parts; its tests build with DINGOSDK_BUILD_HALL_OF_MEAT_TESTS.

The slow motion changes SimulationTime's rate, frame cap and time scale as
a session override and steps the local skater along, since skate. sets a
skater's step only when it builds its core. It runs the same at every
break, but never faster than the game ran: with the trainer's game speed
below 1 it only takes the part that is slower still. Afterwards it writes
back what it found, each setting only while it still holds what the slow
motion wrote, so the trainer's speed comes back as it was; a setting
changed from elsewhere meanwhile is left as it is and ends that slow
motion. named_setting_value reads a setting's value for it.

Tuned in play: a bruise from 7 m/s and a break from 12 m/s along the
contact normal (raised twice: a hard fall on flat ground broke bones), a
break worth ten of the lightest hits (a heavy bail's hits and breaks
outweighed the rest of the card) and a fall half of skate. 3's rate.

Fix: the overlay now draws in the back buffer's pixels, not the window's,
so it lines up on displays Windows scales (1920x1080 borderless on 4K).

The skater's render hooks, its skeleton and its body maps were first
found by gBGYo's ReSkate fork (github.com/gBGYo/ReSkate).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 15:29:38 +02:00
AyeZeeBB b229062400 Skater effects on other players: costume and board trails, and contact sparks and dust
Other players' skaters and skateboards showed none of the game's skater
effects: not the trail or fire a costume or deck comes with, and not the
sparks, dust and puffs of a skater touching the world.

Costume and skateboard effects. The game gives another player's skater and
skateboard the right effect sets by itself, but builds them before their
outfit is on, so nothing showed. They are now built again half a second after
the outfit is applied. An always-on effect that a skater's item puts on the
skateboard's wheel joints (the Ghost Skater trail) follows the skater's own
copy of those joints, which only this player's skater keeps up to date: for
other players it is taken out of the skater's sets and built on their
skateboard, which has the same joints.

Contact effects. They come from a skater touching the world, which only
happens in that player's own game. Each game now captures its skater's
contacts (position, velocity, surface normal, surface material) and sends up
to three a tick in a new unreliable packet, PacketKind::effects. Other games
play each through the game's own function, so the effect is still chosen from
the surface and the speed. A contact is shown as late as that player's poses
are, only within 30 m of their skater, and only for a material the level's
table has: the game reads that table without a bound.

Server. A dedicated server relays effects packets to players within 150 m of
the sender, at most one packet a tick from each player. New setting
players.sync_effects (default true), console and admin command
"effects on|off". Off: the server relays none, and the roster tells games
neither to send their contacts nor to build other players' costume and
skateboard effects. Player-hosted lobbies relay through the host and always
share them.

The roster carries one more byte for the setting. Still protocol 45, which
has not been released.

New console command "mp effects": what has been captured and played, and why
the last contact was refused if one was.
2026-10-09 00:10:11 -05:00
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 9ab985e778 Server: object scaling can be turned off
Server: object scaling can be turned off

A dedicated server can stop players resizing the objects they place.

- "allow_object_scaling" in the config's "players" section (default true),
  and "object-scaling on|off" from the console or an admin. A change is
  saved and applies at once.
- Off: the server shares every player's objects at their own size, whatever
  that player's game sent. Admins can still resize theirs, as with the
  object limit.
- The roster tells each game. In the park editor of a player on such a
  server the SCALE mode is not offered, its Y shortcut does nothing, the
  scale box is disabled with a note saying why, and what is placed or edited
  is its own size.
- An object resized before the setting was turned off is its own size for
  everyone else straight away; its owner sees it resized until they edit it.
2026-10-08 22:21:00 -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
zeex64 5d1c7af6c0 Merge pull request #97 from xThrasherrr/fix/custom-maps-mod-loading
Make mod loading tolerate damaged mods and BOM manifests
2026-10-08 21:33:51 -05:00
zeex64 2c90fbec36 Merge pull request #43 from ComputerKWasTaken/codex/random-community-parks
Add random community park loading and launch randomization
2026-10-08 21:20:47 -05:00
zeex64 de90c302d7 Merge branch 'main' into true-first-person 2026-10-08 21:09:41 -05:00
zeex64 4bfa71e94f Merge branch 'main' into main 2026-10-08 20:49:51 -05:00
zeex64 1ea7fc1d4a Merge pull request #101 from ComputerKWasTaken/codex/fix-fakie-forward-boost
Fix Forward Boost direction while riding Fakie
2026-10-08 20:44:11 -05:00
AyeZeeBB 0b58163de5 Server: its chat lines in colours the owner chooses; protocol 45
Server: its chat lines in colours the owner chooses; protocol 45

A dedicated server's own lines in chat (its welcome, console messages and
answers) were made violet in #129. The owner can now pick the colours.

- "chat_color": the "Server" badge and name, as "#RRGGBB" (default
  "#8E5CFF", violet).
- "chat_text_color": the text of those lines (default "#D9C8FF", lavender).
- Both are in the config's "server" section; a value that is not a colour
  stops the server from starting and names the setting.
- Console: chat-color <#badge> [<#text>]. Saved, and sent to everyone on
  the server, so the next line uses it.
- With the defaults, chat looks as it did.

The colours travel in the roster, so this is protocol 45: servers and
games must both update. Lobbies hosted by a player are unchanged.
2026-10-08 20:42:51 -05:00
Robin MöllerandClaude Opus 5.5 bc21311ccf Chat: server lines stand out in violet
A dedicated server's own chat lines (its console, welcome message and
answers to this player) get a violet "Server" badge and name and
lavender text, in the open chat and the fading lines.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MzTrhiZ2cNYyJgMHqTp1kf
2026-10-09 00:07:58 +00:00
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
AyeZeeBB 38d86e1b72 New pose and sound formats for dedicated servers; direct connections; protocol 44
Poses and skater sound between a dedicated server and its players use new
formats. Lobbies and the links between games are unchanged.

Poses (pose_codec.h, pose_batch.h):
- A pose is rounded once (rotations to 0.08 degrees, positions to a
  millimetre) and sent as its differences from a pose of the same player
  the receiver has acknowledged. Several players' poses share one message.
- The receiver acknowledges messages once a tick; the sender builds only on
  acknowledged poses, or on the whole pose it sent reliably. Loss costs the
  poses in that packet and nothing more.
- Fingers are not sent to players further than "finger_distance" (25 m).
- Games upload their own poses the same way, and the server acknowledges.
- About 300 B a pose at full rate against about 660 B before.
- The server no longer rounds rotations by distance: it saved little.

Sound (sound_codec.h):
- Each sample is sent as what changed since the one before, numbers rounded
  to 1/1024. One reliable message a tick carries every skater a player can
  hear. A stream is sent whole at its start and every two seconds.
- About 106 B a message against 368 B before, on a recording of real play.

Direct connections:
- "connection": "relay" (default) or "direct", with "direct_address" and
  "direct_port". A direct server listens on UDP and is listed with its
  address; players still sign in through Steam.
- Games connect straight to servers that offer it and fall back to the
  relays after 5 s. Setting and "mp direct-connections" to turn it off.

Server:
- "bone_scale_limit" is 1 by default: resized body parts are off unless a
  server allows them.
- Logs Steam's relay network status at start-up and in "net", and watches
  the Steam sign-in.
- "pack_ms" (10): how long Steam may hold a message to pack it with others.
- "steam_debug": logs what Steam's networking says, for connection faults.
- "relay_everything": sends poses and sound through the server even between
  games that have linked, for testing with few players.
- "net" shows pose sizes by rate, the share sent without fingers, and whole
  poses sent.

Game:
- Only ReSkate's nametags are shown; the game's own are removed.
- "mp pose-dump <seconds>" records the local skater's poses and sound.

Tests: pose_codec_tests covers exact round trips, chains of differences,
held fingers, damaged input, the sender and receiver over a link that
delays, loses and reorders, and the sound format; with a recording as its
argument it prints sizes on real play.

Protocol 44: servers and games must both update.
2026-10-07 23:10:13 -05:00
AyeZeeBB 7ee82b2771 Player distance and nametag settings; far players sent less and more coarsely; profiler addresses
Game
- Player distance (Settings > Interface, "player-distance"): how far
  away another player is still built as a skater, 50 to 1000 m, default
  120. Past it they keep their nametag or dot. All the way up shows
  everyone. A player already shown stays until 15% further out, so one
  skating along the edge is not built and taken down over and over. The
  game ran a full skater for every player on the server wherever they
  were, which is most of a frame on a full one
- Nametags are always ReSkate's own. The "ReSkate nametags" toggle, the
  "Nametag style" button and the nametag-style command are gone; the
  game's own nametags are never shown
- Nametag distance ("nametag-distance"): how far away a name still
  shows before it becomes a dot, 10 to 500 m. Default 120, was a fixed
  150, so by default the name and the skater go at the same distance
- Nametag dots ("nametag-dots"): off hides the dots for far players and
  the ones at the screen's edge for players off screen
- Friends' nametags only ("nametags-friends"): only Steam friends get a
  name or dot; chat bubbles still show for everyone

Server
- A player out of sight of another (half as far again as the low rate
  starts, 255 m by default) is sent to them once a second instead of
  five times. On a full server most players are out of each other's
  sight, and at five a second each they were most of what was sent
- Rotations are rounded before a pose is passed on, more coarsely the
  further away the recipient is: 0.04 degrees within the full rate's
  reach, 0.16 within the half rate's, a third of a degree past that,
  about 5 degrees out of sight. The pose is still an ordinary one. A
  bone that turned by less than a step is the same bytes as before, so
  the difference from the reference leaves it out, and the low bits of
  the ones that did turn pack away. By distance only: a player the
  crowd limit slowed keeps the fine rotations
- A recipient crossing from one precision to another is sent a whole
  state of that player, since a difference from a reference of another
  precision would carry every bone again
- "net" shows the size of the poses sent at each precision

Profiler
- A function in ReSkate.dll is reported by its address when the DLL has
  no symbols. A release build named every one of ours as the nearest of
  three exports, so a report could not say which was slow; the
  release's symbols name the address afterwards
2026-10-07 16:43:18 -05:00
AyeZeeBB c98c3f3207 Keep busy dedicated servers playable; hold stale skaters instead of rebuilding them
No protocol change: a server built from this still takes 1.1.4 players.

Server: what each player is sent
- A crowd limit: each player is sent at most crowd_budget poses a second
  (default 600, 0 for none; "crowd <n>|off"). Everyone at 5 a second at
  least, the nearest at the full rate, the next nearest at 10. Before,
  everyone within full-rate distance was sent at the full rate, which a
  crowd of 40 turned into more than a connection carries
- A skater's sound goes only to players within the full-rate distance,
  and in a crowd only from the nearest; it went to everyone
- A player who joins, or arrives after a map change, is shown the others
  about seven a second, nearest first, and none while what they were
  already sent is still on its way. Before, every outfit and every
  stream went at once (and to everyone at once after a map change)
- Whole pose and sound states every 8 seconds instead of 2, on the
  source's own clock, and slower pose rates sent on that clock too, so
  recipients share one patch and compression (DeltaCache) instead of one
  each. The settings survive a map change
- Object updates wait for a connection that is behind

Server: Steam connections
- send_rate (default 900 KB/s, "rate <KB/s>") is set as both Steam's
  minimum and maximum, for open connections and each new one. With only
  the maximum raised a connection stayed at Steam's 256 KB/s; set high,
  what was lost was resent until the connection was full of resends
  (about 1.1 MB/s reaches a player through the relays)
- A 4 MB send buffer, and a refused must-arrive message no longer ends
  the player's session at once: 15 seconds of refusals do (30 for object
  updates). A full queue used to drop everyone who was behind together

Server: seeing what is going on
- "net [player]": every connection's ping, delivery, queue and rate, the
  traffic by kind (poses, sound, voice, outfits, objects), who uploads
  most, and how busy the server's loop is
- A [network] line in the log every minute
- A leave or failed join says how it ended: closed by the player's game
  with Steam's reason, connection lost, or closed by the server and why
- The queue time no longer prints Steam's "unknown" as a number

Server: other
- Reserved slots: reserved_slots and reserved in ReSkateServer.json, and
  the "reserved" command; admins always have one
- The speed check flags a game at about 1.5x and over (was 1.06x), and
  tells only that player; for the admins it is in the log

Game
- A remote skater with no pose for a second stays where it was for up to
  eight seconds instead of being destroyed and rebuilt three seconds
  later. On a busy server one slow frame did that to many players at
  once, and the rebuilding made the next frames slower still
- Every waiting message is read each frame (at most 128 were)
- On an official server the role tags (Dev, Staff, Homie, Creator) show
  for every player, not only the few the game is connected to directly;
  community servers keep the old rule
- The server browser searches Steam at most every 15 seconds (45 after an
  empty answer) and keeps the last list for 15 minutes when Steam returns
  nothing, up from 2
- The game's own connections send at up to 900 KB/s
2026-10-07 14:43:45 -05:00
ComputerKWasTaken fbad6a1609 Merge remote-tracking branch 'origin/main' into codex/random-community-parks 2026-10-07 11:23:01 -05:00
ComputerKWasTaken ac44591057 Merge remote-tracking branch 'origin/main' into codex/fix-fakie-forward-boost 2026-10-07 11:23:00 -05:00
AyeZeeBB 07fef3820d Limit how many objects each player can place (protocol 43)
Limit how many objects each player can place (protocol 43)

- Servers and lobby hosts set how many objects each player may have
  placed: object_limit in ReSkateServer.json and the "objects" command,
  "Objects per player" in the host options. Default 100; 0 is no limit
- The host and a server's admins are not limited
- At the limit a player's game refuses another object, from the native
  object tool and the park editor, and the menu shows how many they have
  placed
- Enforced by the host or server, which shows everyone no more than the
  limit of each player's layout; objects already shown keep their place
- The limit travels in the roster, which takes the protocol to version
  43: builds before this cannot join sessions with builds after it
- The protocol tests link again (the server browser needs the identity
  lists since the official servers change)
2026-10-07 10:03:54 -05:00
AyeZeeBB 3d259667d7 Sort servers by players by default; allow / in server names
- The server browser opens sorted by most players, in the overlay and
  the native menu; official and friends' servers still come first
- Dedicated server names may contain "/" (builds before this hide a
  server whose name has one)
2026-10-07 00:28:58 -05:00
AyeZeeBB 101e1af6e4 Official, staff and friends in the server browser; server tokens; Linux self-update
Server browser
- Official servers (the backend's "official_servers") sort first and are
  drawn in ReSkate blue
- Servers Steam friends are skating in sort next, drawn in green with the
  friends' names; searching a friend's name finds their server
- A player in a session they joined can join another server straight from
  the list; hosts still end their session first, and a Steam friend's join
  offer never replaces a session
- Joining a dedicated server from the list records it as the player's
  public session, so friends see it and the row shows HERE
- Blocked servers (the backend's "blocked_servers") are hidden and cannot
  be joined, by code either
- When the backend sets "server_tokens_required", dedicated servers that
  signed in without a login token are hidden, except on the player's own
  network
- A search that gets no internet list from Steam keeps the last list for
  two minutes, and waits six seconds before treating it as empty
Roles
- New Staff tag from the backend's "staff" list: green name, badge and
  item animation, ranked after Dev
- Staff can pick a rainbow for their items on the Special page; it is sent
  as a solid colour older builds can show, so the protocol is unchanged
Dedicated server
- steam_token: sign in with a Steam game server login token and keep the
  same Steam ID every start; empty signs in anonymously as before
- A listed server without a token says so at startup, and when the token
  rule starts or stops hiding it
- Linux servers update themselves from the release's "server_linux"
  tarball, with the machine's curl and tar, pinned by SHA-256, and carry
  on in the same process
Launcher
- Only create the MiniDumpWriteDump API-set shim under Wine/Proton
2026-10-07 00:19:56 -05:00
ComputerKWasTaken c3088b971d Merge remote-tracking branch 'origin/main' into codex/random-community-parks 2026-10-06 20:43:49 -05:00
ComputerKWasTaken 0c7e00eb6d Merge remote-tracking branch 'origin/main' into codex/fix-fakie-forward-boost 2026-10-06 20:43:49 -05:00
ComputerKWasTaken 14fd2c97c3 Fix Forward Boost direction while riding Fakie 2026-10-06 20:40:03 -05:00
zeex64 f787733b5c Merge pull request #87 from DeckardDetribine/feature/music-playback-order
Music: preserve playlist order and add a Shuffle option
2026-10-06 16:49:52 -05:00
ComputerKWasTaken 8aaa4b75fc Merge main and preserve random park command help 2026-10-06 16:40:56 -05:00
xThrasherrr 650ff2db72 Accept a byte-order mark in reskate-levels.json
The launcher and the server already skip one, so a map saved with a BOM was
listed everywhere but left out in game.
2026-10-06 10:29:43 -06:00
AyeZeeBB 2cdc5ee8df Fix costume merging, restrict server names, add Centrix tag
- Mod merge: rebuild a merged bundle's chunk metadata the way the game
  writes it (one record per chunk, in chunk GUID order), so costumes
  from different mods built on the same game costume keep their
  textures and meshes
- Merge audit checks that layout, and there is a new unit test for it
- Server names: only letters, numbers, spaces and - _ [ ] ( ),
  1 to 64 characters; the server browser hides servers with other names
- New Centrix tag from the backend's "centrix" list: blue and white
  name, badge and item animation, ranked after Dev and before Creator
2026-10-05 23:39:16 -05:00
ReSkate local d264ac778c Music: add playlist-order playback toggle 2026-10-06 03:26:37 +01:00
Juan 23151496f1 Add chat bubbles above each skater
A player's recent chat lines show as speech bubbles above their skater: newest nearest the head, older lines stacking upward, each popping in with a slight overshoot before it fades. Emotes render as their images, a message that is nothing but a few emotes shows them jumbo, and a message longer than a handful of lines is cut with an ellipsis so one line can never wall the screen off.

Local display options live under Settings > Interface > Multiplayer (on/off, own messages, distance, duration and how many recent lines stack) and the console gains mp chat-bubbles, chat-bubbles-own, chat-bubbles-distance, chat-bubbles-duration and chat-bubbles-history.

The chat panel and the bubbles now share one rich-text module (chat_rich), and a filtered message keeps its emote names: the bad-word mask is applied, but emote tokens are put back from the original before they are parsed.
2026-10-05 22:46:40 -03:00
zeex64 2c80bf1b8c Merge branch 'main' into fix/playlist-lookup-crash-guard 2026-10-05 17:00:52 -05:00
ComputerKWasTaken 1715dd38d0 Add controller park randomization and cancel guest startup rolls 2026-10-05 15:44:58 -05:00
xThrasherrr 206885fa62 Add a map pool card to the Multiplayer menu for server admins
The server now sends admins its pool and rotation with the map list, which bumps the protocol to 42: players and servers need this build to connect.
2026-10-05 14:43:12 -06:00
ComputerKWasTaken 4adeee310e Merge remote-tracking branch 'origin/main' into codex/random-community-parks 2026-10-05 15:29:00 -05:00
ReSkate local 2e6882ede1 Music: guard the playlist lookup against unresolved song entries
The music player's playlist walk loads a song entry, masks it and reads a flag at [rcx+0x14] before it checks the entry's identity. An unresolved or NULL entry makes that read fault and takes the game down while a playlist is built or opened.

Install a 13-byte in-place guard at the reviewed RVA 0x14f80c7 when the music contracts pass. It keeps the original flag test, shrinks the leading mov eax,0 to xor eax,eax, and adds a jrcxz that skips the dereference when the entry is NULL, landing on the loop increment. The site is matched against its contract bytes before anything is written, so an unsupported image is left untouched, and the guard is applied with VirtualProtect and FlushInstructionCache and then made read-only again.

The contract and patch bytes live with the other music contracts in Engine/Game/Build/20260929/local_music.h; the installer is Extension/Music/local_music_safety.{h,cpp}; local_music_ui.cpp invokes it from initialize_music_functions; cmake/Runtime.cmake builds it. A new dingosdk_music_safety_tests (CTest music_safety) pins the contract length, the decoded instructions and the branch target arithmetic without needing the game.
2026-10-05 06:31:13 +01:00
AyeZeeBB 5bfe4f7bfa tag preview, separate switches and per-item colors
- Split the single switch into "Show my tag" and "Show my items", and
  show the tag as chat and nametags draw it.
- Color whatever is equipped instead of the one hoodie and pink board:
  top, bottoms, shoes, socks, hat, glasses, outfit, costume, deck, grip
  tape, trucks and wheels, each set on its own.
- Each item can use its list's animation (rainbow, red or gold), a
  gradient between two picked colors, one solid color, or be off.
- The choices travel with the player's appearance so everyone sees them.
  Protocol version 41.
2026-10-05 00:00:45 -05:00
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
ComputerKWasTaken 13a64c2e91 Add random community park loading and launch randomization 2026-10-04 16:40:57 -05:00
WackyHckyandClaude Opus 5.5 8fa971ceae Raise physics world body pool for large custom maps
Stock worlds allocate 8,200 bodies (+1 internal) from FBPhysicsWorldSize.
Studio maps give every collision part its own static body, so large maps
(e.g. a 41k-part GTA IV export) hit the FatalAssert
"bodyIndex < m_freeBodyList.capacity()" in FBPhysicsWorld::asyncAllocateBody
and crash on load.

Hook fb::FBPhysicsWorld creation (RVA 0x02606ff0) and raise the size
descriptor before it is copied into the job arguments, so every free list
and per-body array is sized consistently. BodyCount becomes 65,000 (kept
below 16 bits); the pools a static mesh body also draws from (geometry,
owner, hull/mesh, shape, aggregate/fixed shape, fixed partition,
persistent spatial index) scale by the same factor, capped at 2^20.
Contacts, joints, queries and culling tables keep their native sizes.

Both native callers build the descriptor on their own stack, so raising
it in place only affects that world. Contract bytes for the entry, the
descriptor copy, the internal-body increment and both call sites are
validated before the hook is enabled.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 06:26:20 +11:00
AyeZeeBB 3fddd1433a Trainer: quiet by default, host's setup for guests; drop the out-of-view cut
Follow-ups to the trainer (PR 37), and one multiplayer change.

Off until asked for (Extension/Trainer)
- The jump read-out and the LB+RB controller shortcuts start off. Jumps
  are logged only while the read-out or telemetry recording is on, and
  trick launches only when the trainer scaled them. A saved trainer.json
  keeps what the player chose.

Memory search on demand (trainer.cpp, trainer_classes.cpp)
- The search for the game's tuning classes reads all writable memory.
  It ran for every player after a level loaded, and up to seven times
  when it found nothing. It now runs only when a class value or the flip
  speed is not the game's own (the player's, or a host's they skate
  with) or the EVERYTHING list is open, and at most three times a level.
- For those players it runs again on each level, which brings fresh
  copies; a search from an earlier level used to count as done.

Guests under enforced physics
- A guest is locked by the session's enforce setting, from the moment
  of joining (Engine/Game/Multiplayer/session_physics.h), not by whether
  the enforcement status text was set yet.
- A guest's class values no longer come back after a map change.

The host's whole setup reaches its guests (protocol 39)
- Only Gameplay/SkatePhysicsTuning travelled, so a host could push,
  sprint or jump further than the guests it held to the game's own.
- New packet physics_extras (30): the host's class values, trick
  multipliers and auto push (trainer_session.h), sent when they change
  and to players who join later, taken from the host only. A dedicated
  server's are the game's own and it ignores the packet.
- Under enforcement a guest's own trick multipliers stand down for the
  host's, whatever the boosts switch says. With enforcement off nothing
  changes.
- A guest refuses bytes that are not an encoding, holds values to the
  trainer's own ranges, and leaves out class values written for another
  game build's table.
- protocol_version 38 -> 39: released versions disconnect from a peer
  that sends a packet they cannot decode.

Out-of-view players are posed every frame again (Session/session.cpp)
- Players outside the camera's view and past 8 m were sampled at 20 Hz
  (b763631). The game's replays record each skater as it stood every
  frame and their camera looks anywhere, so those players moved at
  20 Hz in replays. Removed; the distance rule (20 Hz past 200 m, 10 Hz
  past 350 m) stays. This gives back the client-tick time it saved on
  busy servers.
2026-10-04 14:19:30 -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
JusSkatesandClaude Opus 5.5 732afd659c Keep the first-person view level and steady; optional third person on foot
First person copied the head bone's full rotation into the camera, so every
nod, tilt and wobble of the skater's animation shook the view.

True first person (on by default) splits the head into heading, nod and tilt.
The heading is followed in full; a share of the nod (86%) and of the tilt (0%,
a level horizon) is kept. All three pass a One Euro filter: heavy smoothing
while the head barely moves, little lag in spins (a 720 stays within about
10 degrees). The eye's movement around the body is filtered the same way, and
Head bob sets how much of it is kept. Upside down (flips, bails) the view
blends back to the real head unless Follow flips is off. It runs before the
existing spring arm, which is unchanged; switching it off gives the plain
head camera back exactly.

Third person on foot (off by default) hands the camera back to the game while
the physics state is Offboard (504) and takes it again on the board, through
the same actions as the menu toggle. It only runs while first person is on or
paused by it, and the player's own toggle, Freecam or the Park Editor end it.

New settings are saved with the other FirstPerson.* choices.
Engine/Game/Skater/Test/first_person_stabilize_tests.cpp covers the math.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 17:49:22 +01:00
ReGlitched 1664c0a855 layer scan fix 2026-10-03 22:37:22 -06:00
AyeZeeBB d84b32fc17 Encode every rendered frame of a replay export
Videos exported from the replay editor played two to three times too
fast unless the frame rate was capped, or the export was slow enough to
hold it down by itself (4K, WebM). The fault is in the game's own export
path.
Replay export (Extension/Rendering/replay_export.*)
- While exporting, the game steps the replay by one frame of video
  (speed / fps) for every frame it renders. The engine's movie encoder
  takes a frame only while a permit byte is set; a world update sets it
  once, and a frame submitted without it is dropped. Rendering two or
  three frames per update, most of a clip never reached the file, and an
  MP4 is exactly as long as its frame count. One clip came out as 181
  frames at 30 fps and 297 at 60, 6.0 s and 5.0 s.
- The encoder's frame submit is detoured and the permit set before the
  original runs, for the replay editor's encoder only (matched by its
  vtable). The frame is encoded on the render thread before the call
  returns, so the renderer is held to the pace the encoder keeps and no
  frame is lost. The replay still runs fast on screen during an export:
  that is the encoder's speed, not the file's.
- The same clip afterwards, frame rate uncapped, MP4 1080p: 505 frames
  at 30 fps and 1008 at 60, 16.8 s both, audio as long as the video.
  WebM and 4K take the same path and were not run again.
- Addresses are in Engine/Game/Build/20260929/replay_export.h. The hook
  starts with the others in runtime_init.cpp.
2026-10-03 20:57:07 -05:00
ReGlitched 2fd92ba989 crash fix + launch arg 2026-10-03 00:23:44 -06:00