The entity and pending-update pages are twice the game's own size
(262,144 slots), down from four times. Every page set the game keeps
is that many times its normal size whether a map uses the room or not,
and the largest map load seen needs about 150,000 slots.
A page is a power of two entries, found by a shift, so the steps are
two, four and eight times; there is nothing between. The 434 patch
lines are the same instructions as before, each with the number for a
page of 0x800 entries. The render-instance pool and the spatial
buckets stay at eight times, which still covers the capacity.
The game can stream 20480 textures at once. When a map and its mods
need one more, it takes a slot past the end of its table and waits for
ever on a byte that is part of a counter: a hang, then a crash in the
hang's own report (crash reports of 2026-10-11).
The limit is raised to 32764, the most a texture's 16-bit handle can
index, before the game makes its texture streaming manager:
- The manager is allocated longer (6.0 MB, was 2.3 MB) and its slot
table and per-slot floats moved behind its end. Each of the 226
instructions that hold one of those offsets or sizes gets another
number; no code is added. Its four fixed lists are pointed at longer
storage once the constructor has run.
- The renderer keeps a block of floats per slot for each of four
layers. Its object grows to match (27 instructions), and the two
places that index a layer's block as layer * 20480 become a multiply
by the new count, in the same twelve bytes.
- Three functions keep 20480 entries on their own stack. Two list
filters go through a longer list a stretch at a time, and the sort
is given scratch room of its own past that many. Up to 20480 they
run as the game wrote them.
Every instruction is checked byte for byte first, and nothing is
changed if any differs or the manager already exists. An empty
texture_limit_stock.txt beside the game leaves the limit as it is.
Players are told when they come close: a notice at 90% of the limit
in force and an error at 100%, each once until use falls below 80%.
The log records each new high in steps of 5%.
Also: when a function of the game finds its stack written over, the
game ends itself with exit code 0xc0000409 and no crash report. The
log now names that function and its callers first.
The site table (texture_streaming_sites.inc) is generated from a sweep
of the supported build; texture_streaming.h describes the layout.
Tested in game below 20480 textures only. Nothing has run above the
old limit, where the three stack guards and the longer lists first
matter. At 32764 the game still hangs; the notice is the protection.
The in-game advertising (billboards from EA's ad service, with a
render pass that measures how long each was on screen) has nothing to
serve offline and still costs frame time. Its three switches are now
set to 0 with the other performance settings:
AdTech.AdTechEnable
AdTechService.AdTechEnable
DingoAdTech.EnableAdTech
Suggested by a player who measured about 5% more fps; not measured
here. All three names are in this build's settings registry.
The game's truck model has its hangers on the trucks' bones and its
baseplates on the deck's bone. A broken board hides the real deck by moving
that bone away, so its trucks lost their baseplates.
The decks inside a deck pack bring a truck model with the baseplates on the
trucks' effectors, bones under the trucks' own that no model uses. The render
pose hook writes each effector from its truck's bone, so that the baseplate
sits on the deck of a whole board however the truck steers, and goes with the
truck when a piece carries it off. With the game's own truck model nothing is
on those bones and nothing changes.
The deck was only stepped through, one press for the next one. The overlay
now has a card BOARD BREAK DECK with a button for each deck: on the Mods page
above the installed mods, and under the feature's switch on the Skater page.
A deck that is not installed is greyed out, the one in the game is marked, and
a press asks for that deck by name: the mods are applied and the level loads
again with it.
The launcher installs one mod folder per package, and the game takes one
mod's deck at a time, so a package could only bring one deck. A mod folder
may now hold a deck in each decks/<name>/, laid out like a mod folder. When
the mods are put together each of them becomes a mod of its own for the run,
listed as <folder>#<name>: it is chosen, set aside and switched like a deck in
a folder of its own. mods.json and the mod list only know the pack, which
counts as loaded when one of its decks is.
A pack's own layout is not one of its decks, whatever the folder is named,
and is set aside like any other deck model. It is what an older ReSkate
loads from the pack: 2.0.6 knows a deck by its folder's name only, so a pack
in a folder named Board_Break_<Name> with a breakable deck as its own layout
breaks boards there with that one deck.
Guard a crash when the game describes a failed load
When a load fails, the game writes "load <address> failed with error:"
and describes each part of the load's error in turn. That list can
hold parts that were never set, and the game calls through them: six
crash reports from one player on 2.0.5 and 2.0.6 all end at
Skate.exe+0x2e3ab9c, after eight parts that read "no error".
The guard hooks that one function. Before the game describes the
list, every part that is not one of the game's own objects is emptied,
so it reads "no error" as an empty part does; the description also
runs under an exception handler. The failed load is then the game's to
deal with, as it meant to.
What the game wrote goes to the log as a warning ("The game described
the error of a load that failed"), with how many parts were emptied,
so content that does not load can be traced. The game's message names
no asset, only an address.
A dedicated server that rotates its maps can now ask players where to
go next instead of taking the pool's next map.
Server
- maps.rotation_vote: when the timer runs out, a vote between three
maps drawn at random from the pool, "Random map" and "Stay here".
The most votes wins, a tie is drawn, and with no votes it is the
pool's next map. It ends early once everyone has voted.
- maps.rotation_vote_seconds (10-120, default 30) and
maps.rotation_extend_minutes (0-240, default 15; 0 leaves "Stay
here" out).
- maps.rotation_announce: a card when the map has 10, 5 and 1 minutes
left.
- The vote's maps are drawn a minute ahead and sent to games
(PacketKind::next_maps), so their pictures are ready when it opens.
- /vote extend: a built-in vote that gives the map in play
rotation_extend_minutes more. On by default (votes.extend_map), and
only runs while the maps are on a timer. "extend" is now a reserved
vote name.
- Console: rotation vote on|off, rotation announce on|off,
rotation stay <minutes>|off, rotation extend [minutes],
votes extend ..., vote extend.
Game
- The vote opens as a popup in the middle of the screen: a tile per
answer with its picture, name, share of the votes and count. It
holds input as the map download card does, and works with a
controller (D-pad, A, B), the keyboard and the mouse.
- Pictures: a mod map's icon from its folder, or from Thunderstore
when it is not installed; the game's own maps show their loading
screen picture, cut to its middle square. "Random map", "Stay here"
and a map without a picture are drawn as shapes.
- Older servers and polls are unchanged: the vote is a poll, so it can
still be answered with /1, /2... in chat.
Protocol 50: games and servers both need this build.
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.
A 30 s profile on a 77-player server had four frames of 20 to 30 ms against a
usual 7.8 ms, from two things:
- The Park Editor read every mod's manifest every five seconds to list park
mods, on the game's thread and whether or not its list was showing (the
switch for that is never set): about 11 ms each time. The look every few
seconds now runs on a thread of its own and is taken up when it is done;
the one after making, renaming or removing a park is still at once.
- Connecting to a player asked Steam for their name, and waited on the Steam
client for 7 to 10 ms each time a player came into reach. The link takes
the name already read, if any: it only labels the link in diagnostics.
Profiler: a release ReSkate.dll has no symbols, and its functions were all
named after the nearest export. The check for that looked at the symbol's
size, but DbgHelp gives an export a size up to the next one. It now asks
whether the module's own symbols were loaded, and writes ReSkate.dll+0x<offset>
when they were not, to be named from the release's symbols afterwards
A dedicated server can be marked as a favorite: F on the chosen server, or
ADD TO FAVORITES in the panel beside the list (the same to take it away).
Favorites carry a star, are listed first whatever the sort, and have a
FAVORITES filter beside FRIENDS.
Settings tab: a Chat Word Filter card with "Use Global Word Filter"
(use_global_word_filter), buttons that open data/words_filtered.txt and
data/words_blocked.txt, and one that has a running server read them again.
Moderation tab:
- ROLES: create, edit and delete roles (tag, tag colour, rank, default role,
inheriting from it, permissions, commands). Saving checks the roles, writes
data/roles.json and has a running server reload it. A role's name is fixed
once made, since players are given roles by name, and a save keeps who has
which role as the server has it then.
- PLAYER ROLES (was SERVER ADMINISTRATORS): giving a role picks any of the
server's roles, not only admin.
The two word files are now made empty when they are missing, without the
explanation that was written into them.
Also: the README's Chat words section sat inside the Roles section, and the
server parks test did not link without server_words.cpp.
The chat filter matched short listed words anywhere inside a longer one, so
entries like "gger", "spik", "crip" and "coon" in the backend's lists blocked
"bigger", "spike", "script" and "raccoon".
- A listed word of four or five letters now matches inside a longer word only
when the rest of it is what goes around a swear word ("motherfuckers",
"bullshit", "shithead", "shitty", "xxfuckxx"). Words of six letters or more
still match anywhere.
- An ordinary word that equals a listed phrase without its spaces
("the rapist" / "therapist") no longer matches.
- bad_words.txt is gone: the filter has no words until the backend's lists
arrive.
Dedicated servers:
- "use_global_word_filter" (default true) turns the backend's lists off for a
server. Console: words global on|off.
- data/words_filtered.txt and data/words_blocked.txt hold a server's own
words, read at start and by "words reload". Blocked words follow
word_warnings. Filtered words are sent to players (new packet, kind 33),
whose games star them for players with the chat filter on and drop them on
leaving.
Multiplayer outfits: a player whose mods add or remove skater or board slots
no longer makes everyone look like the local player. A peer's items are put
in this game's slots by slot hash; slots the peer lacks stay empty and items
in slots this game lacks are left out.
A slam can break the local skater's board at the nose, in the middle or at
the tail. Half the time the grip tape holds the pieces together and the board
folds or an end hangs; otherwise a piece comes off, flies and lies where it
lands. The board is whole again in hand, on riding and on a respawn.
The pieces are four stretches of the deck in a content mod's copy of the
game's one deck model, each on a spare bone of the board's rig. The boards'
render pose hook only moves bones, because the replay records where a bone is
and not its size: a broken board's deck goes away and its stretches go to
where the pieces lie, and a whole board's stretches go away.
The deck the player chose loads first and other mods that bring a deck model
are set aside for the run, without touching mods.json. Another deck is chosen
while the game runs, through a live apply of the mods.
contrib/board-break.md says how it works and how a deck pack is made.
- park-mod is a command a role can list: the admin role's "*" gives it, the
default moderator role does not (spawning parks and changing the saved
setup are the owner's call); command() checks the caller's role as for
every other command, and custom votes still run it as the console
- The client's "/" menu shows the park-mod rows by role like the other
server commands there, by the row's first word (resolved in the rebased
client commit)
- README-roles.txt lists park-mod; README.txt says who may use it
- Tests: the admin role has park-mod and the moderator and player roles do
not; in game a moderator is refused and a role listing park-mod is not
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2G4APEkhHgVs59RDL3XWD
- park-mod reload <name> [<name>...] reads a spawned park's file again and
swaps its objects in place, keeping its timer; all or none, within
park_limits, and players are told the park was updated
- park-mod config add <name> | <mod folder> | <map> [| <key>] and
park-mod config remove <name> change maps.park_mods without a restart,
validated like the startup config and saved like the map pool; removing a
spawned park's entry removes the park too
- The client's admin "/" menu lists reload, config add and config remove
- README.txt and help cover the new commands; server_park_mods tests reload
(in place, timer kept, refused when not spawned or broken) and config
add/remove (saved, refusals, by an admin)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2G4APEkhHgVs59RDL3XWD
- A missing mod folder reads "The mod folder "x" is not in the Mods folder."
instead of printing where the server is installed; the reason can reach chat
through an admin's command or a vote
- server_park_mods checks the exact message
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2G4APEkhHgVs59RDL3XWD
- A dedicated server's admins see /park-mod list, add, remove and clear with
their usage in the chat's "/" menu, beside the server's other admin commands
- No Tab completion for the park names: the roster does not carry them; the
park/unpark votes already show with their choices as custom votes
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2G4APEkhHgVs59RDL3XWD
- server_config: park_mods and park_limits are new settings with defaults,
round-trip (folders with spaces), and refuse bad names, folders, maps, keys
and limits; a missing folder is not a config error
- server_park_mods: reads the fixture parks (a shortened copy of a player's
street park, objects to skip, a missing key, broken files) and drives the host
over a fake transport: a player's game takes the park from the server's own
SteamID through routed_source and ObjectState, several parks at once, the
limits (all or none), expiry with its warning, admin and vote spawns, late
joiners, clear, and removal on a map change
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2G4APEkhHgVs59RDL3XWD
- maps.park_mods binds a Park Editor park mod (Mods/<folder>/parks/<key>.park.json)
to a name and the map it was built on; maps.park_limits caps the parks and
objects spawned at once (3 and 512 by default)
- park-mod list | add <name> [<name>...] [minutes] | remove <name> [<name>...] | clear,
from the console, as /park-mod by admins, and by players through custom votes
- A spawned park is the layout of the server's own SteamID and epoch, sent like a
player's: games since 1.0.0 already show it, it counts against no player's
object limit, nobody can move or delete it, and it stays when players leave
- Objects players' games would not take (not Build Kit items, broken values) are
skipped and logged; a missing or broken park is an error line when spawning
- Optional expiry (1-1440 min) with a warning in chat a minute before; every
park goes on a map change and none survive a restart
- [parks] log lines name who did it: console, the admin, or "a vote"; a vote's
refusal reaches chat
- park-mod is reserved for custom commands; README.txt documents the settings,
commands and a park/unpark vote
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2G4APEkhHgVs59RDL3XWD
eleport <players> <player|x y z>, from the console or for a role with
the command: one player (a name's start or a SteamID64) or up to 64
SteamID64s joined by commas, to a player or a place. Several stand in
tpall's ring round the target; one sent to a place lands on it. Those
not connected or not in the world yet are skipped and named, and each
use is logged. tpall and tphere share the ring code. The name is
reserved, and it is in help, the chat list, README.txt and
README-roles.txt.
The server window merged in #170 did not compile on main. Its admin
card listed the admins a config no longer has: it lists the players
given a role, and gives or takes the admin role with the role command.
The "autostart" setting it reads is added to the config (off unless
set). A second read of Steam's debug lines is removed: they already
come with the direct notes.
Co-Authored-By: Robin Möller <moelrobi@gmail.com>
The Favorites order fix gave Favorites to any channel that asked for
playlist 0. That is what the music player asks for when Favorites is
chosen, but nothing said another channel could not ask for 0 and mean
something else. The channels the music player's own queues pick songs
for are now remembered as they are seen, and only those are given
Favorites for 0; on any other channel the request goes through as it
came. The channel numbers are still the game's: none is written down.
A channel's binding was logged once per change, except for a channel
past the end of the table, which was logged on every call. Those are no
longer logged at all. The binding line now says whether the channel is
one of the music player's.
The hook on the game's candidate check is removed, with its address: it
changed nothing and only logged.
Dedicated servers: roles, with their tags, commands and permissions
A dedicated server had one list of admins who could do everything, and
everyone else could do nothing. It now has roles, kept in
data/roles.json beside the bans: each a name, the tag its players wear
in the game, the server commands it may use, what it may do besides
commands, and a rank.
A server starts with five: player (everyone given no role: chat, votes,
parties, private messages), vip (a reserved slot), moderator (kick, ban,
messages, giving out lower roles), admin (everything) and muted. The
default role is whoever was given none; a role has what the default has
as well as its own unless it says it does not inherit. A reserved slot
is a permission, so a role's players have one without being listed.
Nobody kicks, bans or changes the role of a player whose rank is theirs
or higher, or gives out a role that is; the console is above every role.
"*" is every command but role and reserved, which a role has only when
it lists them.
New commands: role <player or SteamID64> <role>|none, roles, and roles
reload. "admin add|remove" and "admins" are gone: the admins an older
config lists are moved into the admin role the first time the server
starts, and leave the config.
In the game, a player's role tag and colour show in chat and on their
nametag, and each control in the Multiplayer menu, the map, time of
day, world layers and parks follows the command it needs rather than
one admin flag, as do the commands chat offers.
Protocol 48: the roster carries each player's tag, and a new
permissions packet tells a player what their role gives them. Older
games and servers do not connect to newer ones.
Also fixes a name clash that kept the server config tests from
compiling.
A hacked game was resizing its skateboard and reporting it at another
player's position, so everyone saw an oversized board riding on them,
and with player collision on it knocked them about.
A skateboard is now held to within 10% of its size, apart from the limit
on resized body parts: on a dedicated server when its scale limit is on,
and in every player's game whatever sent the pose. Another player's
board is solid only within 3 m of its own skater; one further off is
seen and not felt.
Dedicated servers also check for a board kept on another player
(Server/board_check.h): one away from its own skater that stays beside
one other player while that player travels 8 m over at least 3 seconds.
The board is then no longer passed on to the others until it has behaved
for half a minute, and the log and the admins in the game are told who.
New setting anti_cheat.pinned_board and command board-check:
off | warn (default) | kick.
Replay drafts: the replay editor saves a draft as a pin on the recording
and a thumbnail in the game's media catalogue, which the Drafts screen
lists from. The game only makes that catalogue for a user signed in to
its backend, so under ReSkate a saved draft had nowhere to be listed.
ReSkate now registers the catalogue service and signs in a local user,
both with the game's own functions, so the game's Drafts screen works as
it was built: save, list, open and delete within a session.
A draft's footage stays in the recorder's memory, as it does in the
game, and does not outlive the session. Thumbnails of earlier sessions'
drafts are removed from the catalogue folder at startup; only folders
whose manifest is a replay draft's are touched.
Profiler: `perf sample` on the client thread now reports the slowest
client frames ahead of the function table, each with what it spent its
time in. An average over thirty seconds hides a single long frame.
/tp refused anyone without a skater built here ("is not in the world
right now"). Since skaters are only built within the player distance
(120 m by default), that left only players already nearby: a player far
from everyone could teleport to nobody. The Social menu's teleport failed
for the same players, as the game was only told where a player was while
their skater was built.
- /tp goes to where the player was last heard to be, skater or not. Poses
keep arriving for far players (their name or dot is placed by them), so
distance no longer matters. Only a player no pose has placed yet is
refused.
- The game's party position is kept up to date for far players too, for
the Social menu's teleport.
No protocol or server change. /tp is not tested in game; the Social menu
path follows from the code and is not tested either. Spectate from the
Social menu may now accept far players and show the place without a
skater.
Since 2.0.4 the DX12 backend compiles only the HDR-aware pixel shader at
runtime with D3DCompile(). Wine's builtin d3dcompiler (macOS, Apple's Game
Porting Toolkit) cannot build it, so ImGui_ImplDX12_CreateDeviceObjects()
failed and the launcher refused to open on every Mac.
Try the HDR-aware shader first, then the stock one 2.0.3 shipped (on a
failed compile or a failed pipeline). ImGui_ImplDX12_HasOutputTransfer()
tells the launcher and overlay which one is drawing, and they log it.
Windows keeps the HDR shader and HDR output as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On the Multiplayer and Mod Options pages an item was lit whenever the
mouse was over it. After moving the focus with the D-pad or the keys, the
item the mouse had been left on stayed lit as well, so two looked chosen
at once.
The pointer lights an item only while the pointer is in charge. Moving
the mouse puts it back in charge, and a click where it rests still counts
without moving it first.
On Intel GPUs the overlay never drew: no Insert menu, and the pause
menu's Multiplayer and Mod Options tabs were empty frames, since the
overlay draws what is in them. The log stopped at "Registered DX12
swapchain" with nothing after it.
The game is given Streamline's wrapper (sl.interposer.dll) around its
swapchain, and the overlay hooked that wrapper's Present. On AMD and
NVIDIA the game presents through the wrapper. On Intel the frames are
presented on DXGI's own swapchain underneath, the wrapper is passed by,
and no presentation reached the overlay.
- The swapchain under a wrapper is hooked as well (Present, Present1,
ResizeBuffers, ResizeBuffers1), found through Streamline's
base-interface query.
- It is registered beside the wrapper with the queue the wrapper was made
with: it is the same chain, and it gives no queue of its own when asked.
- A swapchain that presents without having been seen at creation is
registered then, when it gives its queue.
- The log says whose Present was hooked, when a wrapper was found, when
the first presentation arrives, and why a presenting swapchain cannot
be drawn on.
Confirmed from an Arc A380 log up to "the first presentation reached the
overlay". The last step, registering the underlying chain with the
wrapper's queue, has not been run on Intel yet. Not yet checked on AMD or
NVIDIA either, where both chains are now registered.
### Overview
Hey! This PR adds an optional native DirectX 12 graphical interface to the dedicated server (`ReSkateServer.exe`), making it easier to monitor and manage a server without having to rely solely on the raw terminal.
### What's included:
- **DirectX 12 / ImGui Management GUI**:
- Live console with color coding and command input.
- Connected players list with real-time ping, position coordinates (click to copy), and kick/ban controls.
- Live map switcher and world layer manager.
- Ban list & admin manager.
- Real-time tick rate / latency graph and live telemetry table.
- Server configuration & release update checker in Settings.
- **In-Game Badges & Roles**: Synced with official nametags/role badges (`DEVELOPER`, `CREATOR`, `HOMIE`, etc.) just like in-game HUDs.
- **Headless CLI Support**: Kept full compatibility for headless/VPS setups — running with `--headless`, `--cli`, or `--no-gui` (or on Linux) runs standard terminal mode as usual.
- **Thread Safety & Performance**: The GUI runs on the main Win32/DX12 thread while server host/networking ticks run asynchronously on worker threads so tick rate is never blocked.
Tested on Windows Server 2022 with Release x64 builds against local and Steam SDR sessions. Let me know if you'd like any adjustments!
2.0.4 told a USB DualSense from a Bluetooth one by asking Windows for the
pad's report length, the first time the game read from it. That call was
made inside the ReadFile hook with the HID lock held, and hid.dll's
HidD_GetPreparsedData itself calls GetOverlappedResult and CloseHandle,
which ReSkate also hooks and which take the same lock. Locking it twice
on one thread throws, through hid.dll and the game, and the process ends
without a crash dump: as a DualSense or DualShock 4 was plugged in, or at
startup with one connected.
Nothing is asked of the game's handle now. Windows pads every HID read to
the device's own report length, so the number of bytes read says USB (64)
or Bluetooth (longer). The session-marker fix that the query was for
works from that instead.
In MY MODS, mods that have an update on Thunderstore come first, in every
sort order and with any filter or search. They keep their order among
themselves, and so do the rest.
Only the list changes: the load order, and so which mod wins where two
change the same thing, is as it was.
The arrows that move a mod in the load order are off while an update is
waiting, since the list is not in load order then; the tooltip says so.
Overlay in HDR
- ImGui draws sRGB colours, and the overlay wrote them straight into the
game's HDR buffer, where they came out far too bright and washed out.
The DX12 backend's pixel shader now converts them: to scRGB for an FP16
buffer, and to HDR10 (BT.2020, PQ) for a 10-bit buffer while the display
is in HDR, with white at 200 nits. An SDR buffer is drawn as before.
- The log says which was chosen ("Overlay output: ..."), and now also says
when the game presents in a format the overlay does not draw to, which
left its menus hidden with no reason given.
- Not seen on an HDR display. The changed shader compiles with the D3D
compiler.
DualSense
- While a menu holds the game's input, the reports the game reads from a
PlayStation pad are rewritten as untouched. USB and Bluetooth lay a
report out differently, and the two were told apart by the size of the
buffer the game read into. A USB DualSense read into a larger buffer had
its d-pad byte written as "up", which placed a session marker whenever T
or Insert opened something. The device's own report length decides now.
- The log line for the first rewritten report gives the pad, USB or
Bluetooth, the report and the two lengths.
- Not tested with a DualSense.
Launcher
- The controller pointer learned where the right stick rests while no pad
was being read, which includes the launcher being in the background, and
took the middle for it. A stick that rests off the middle, or a wheel or
throttle on that axis, then steered the pointer for good once the
launcher had the focus again, and the mouse stopped responding until a
restart. Nothing is learned while no pad is read, and a pad that goes
away gives the pointer back. Two tests for it.
Item search
- The cosmetic search bar showed in the world: a grid keeps its focused
item after its screen has gone. It needs the game's menu to be up, and
to have been for a second, as well.
Memory
- The entity and pending-update pages are four times the game's own size
(524,288 slots), down from eight times. At eight, the game kept a
3.5 GB block for them that was fully in RAM on custom maps; the largest
map load seen needs about 150,000 slots. The render-instance pool and
spatial buckets stay at eight times.
- The log has a "Memory:" line when the game's memory, the players in the
session or the skaters built change: committed, in RAM, players, skaters
built, player distance and map.
- Console: `perf memory` lists the game's memory by block size.
`perf memory mark` remembers it, and the next `perf memory` says what
was added since. `perf memory trace` also records who asked for each
block until `perf memory stop`. `perf memory big` lists the largest
blocks with how much of each is in RAM and a sample of what is in them.
RESKATE_MEMORY_TRACE=<megabytes|all> starts the trace with the game.
Replay crash guard
- The game's replay recorder crashes when its stream has no room for the
next chunk: it writes to the chunk it was not given (Skate.exe+0x48efa34,
crash reports of 2026-10-10). The function now runs under a handler
that, for that one fault alone, returns as if no chunk was ended, and
says so in the log. Any other fault still goes to the crash reporter.
The skip path has not been triggered in testing.
Launcher
- `-map <name>` (also --map, -map=<name>) loads that map as soon as the
game is up, named as the console's `load` names one. With --no-gui and
no other options the launch still uses the saved launcher settings.
Pause menu
- The Multiplayer and Mod Options pages step aside while the game's side
menu, or a screen opened from it such as Settings, is over them. They
drew over both before.
- A button still held when a page comes back is not a press on it: the
Back that closed the side menu no longer dismissed the page as well.
Multiplayer cosmetics
- A player whose mods add or remove cosmetic slots (stickers, say) no
longer has the whole outfit refused. Their items go to this game's slots
by slot: a slot they lack stays empty, an item in a slot this game
lacks is left out, and the log says how many of each.
- The Release rule's regex held a "|", which Pterodactyl reads as a rule
separator, so creating a server failed with a 500. Same check, no "|".
- The panel wrote port, query_port and steam_token at the top level, where
the sectioned config ignores them. They now go to server.*.
- Add a Listed variable. The panel's JSON parser writes "false" as a
string, so the startup command sets server.listed with sed instead.
- The first install writes its settings into the server section.