Add permission-gated effect handles, native surface attachments, and world lifetime cleanup. Extend physics_step with optional contact geometry and body poses. Document the generic API and validate it with self-contained plugin and geometry fixtures.
4.8 KiB
Plugin particles and decals
The client reskate.effects API renders private mod assets. Declare the effects permission
and list each allowed asset in the manifest's effects array (at most 128 names):
{
"api": 1,
"side": "client",
"entry": "plugin/main.lua",
"permissions": ["effects"],
"effects": ["effects/reskate/example/ebp_spark", "world/materials/decal/reskate_example/stain_dv"]
}
Particle names must start with effects/reskate/; decal names with
world/materials/decal/reskate_. Names are lowercase letters, digits, slashes, underscores
and hyphens, without empty path components. Stock/store asset names are refused. The native
bridge also checks the loaded asset class: EffectBlueprint for particles and
EnvironmentDecalVolumeTemplateData for decals. A declared name alone does not load content.
Ship compiled assets with the plugin and use the manifest's existing resident declarations
to keep their roots and shaders available on other maps. For example, a mod whose assets are
compiled into the common root bundle can add:
"resident": [{
"bundle": "win32/levels/game/dingolevel_root/dingolevel_root",
"roots": ["effects/reskate/example/", "world/materials/decal/reskate_example/"],
"shaders": [{
"name": "world/materials/decal/reskate_example/shaderblockdepot_splash",
"roots": ["world/materials/decal/reskate_example/"]
}]
}]
Use the bundle and shader depot names produced when compiling your own assets. The effects
allowlist contains exact names; resident.roots also accepts prefixes ending in /. These
declarations reuse the normal mod merge; they do not create assets or compile shaders at runtime.
Calls
| Call | Result |
|---|---|
particle(asset, transform) |
Opaque numeric handle, or nil, reason when unavailable or full |
decal(asset, transform, {attach = false, lift = 0}) |
Handle, or nil, reason |
move(handle, transform) |
Move a particle or an unattached decal |
stop(handle) |
Stop particle emission while existing particles finish |
opacity(handle, alpha) |
Set decal opacity, 0–1 |
release(handle) |
Stop and release one owned effect |
clear() |
Release all this plugin's effects; safe to repeat |
state() |
ready, epoch, describing the current native world |
A transform is 16 numbers: three world-space basis vectors with a zero fourth component,
then world position with a fourth component of one. The axes must be orthogonal and have
length .001–20 metres; positions must be within ±100,000 metres. Particle emission points
along its Y axis. Decal Y gives projection depth, X/Z its footprint. A decal with attach=true
queries collision around its center, along Y; lift (0–1 metre) is the center's offset from
the contact surface. A missed query returns nil. Bound decals follow the receiver's rigid
pose and disappear when its generation-bearing physics handle becomes invalid.
Handles belong to one plugin and are never native addresses. Bad arguments, undeclared assets and foreign/released handles raise Lua errors. Each plugin can hold 24 particles and 2,048 decals and make 8,192 effect calls per tick. The native service caps all plugins together at 64 particles, 4,096 decals and 512 cached asset names. Native effects also expire after ten minutes of real time as a cleanup limit; plugins should release them sooner.
Rendering is unavailable without a local skater, during loading, replay, Noclip or park
editing, or when any required native byte check fails. Check state() before rendering and
call clear() when its epoch changes, then discard local handles and simulation history.
World resets automatically release native references. release() remains safe for an owned
handle that expired natively, but a second release is an argument error. Unload, disable and
VM failure release all effects. Effects are local and do not replicate.
The dedicated server has no renderer: state() returns false and creation returns nil.
Physics geometry
With events.physics, physics_step keeps its existing timing/contact fields and adds:
state: optional local physics selector state.bodies[name].pointand.normal: optional world-space contact geometry. The normal accompanies the selected peak impact speed; unknown geometry is absent, not zero.poses[name].transformand.velocity: optional world-space rigid body matrix (16 numbers) and linear velocity (three numbers, metres/second), including airborne bodies.
These values are copied on the physics thread at the existing contact/skeleton boundary.
Queued samples from another local entity/rig or a level transition are discarded. Missing
fields mean unavailable data; do not synthesize a collision from them. The event's at is
in the same milliseconds clock as reskate.time.now() and seconds is simulation time.