Retail collision includes clustered meshes in which no unit carries a
surface ID (unit flag 0x80 unset). Across every shipped district these
are only 12-triangle boxes: zone, trigger and level-bounds volumes. The
loader made them solid, creating invisible walls (SkateSchool spawn
area, DownTown's Kube Tower plaza, MegaPark's stadium entrance, Maloof).
Authored player positions lie inside some of them, so they are not solid
in the original game.
visit_clusters now decodes and validates each mesh fully and skips it
when no unit has a surface ID. Meshes mixing surfaced and surfaceless
units are ordinary geometry and stay whole. RetailTriangle records
has_surface.
Collision triangles loaded: SkateSchool -84, DownTown -24, Maloof -24,
MegaPark -12, all other maps unchanged. Confirmed in play.
See docs/hails-additions/05-collision-volumes.md.
Every map's startup position and default landing zone is its baked
spawn. The old rule (upward triangle nearest the origin) put the skater
over the void on MegaPark and on the roof of Industrial Skate Park and
StartPark, because park origins sit at a corner and retail floors are
sometimes wound downward.
New map_starts.py resolves each district's start from retail data: the
world row's start locator (parks), a chosen fe_locations row for
districts with several (University career start, Industrial Haystings
Park, DownTown Rosalita Skate Park, Maloof street), or the district's
only fe_locations row. Position and heading come from the district's
global_locators records; the heading is now written into the .skate
header. Districts without an authored start fall back to geometry:
compact parks use the new ground_spawn search, city-sized districts keep
the original rule (ground_spawn put Industrial under the streets).
See docs/hails-additions/04-map-spawns.md.
Implements issue #14. A dedicated thread owns SDL3 (3.4.16, statically
linked via sdl3 =0.20.0) and publishes per-slot snapshots re-expressed as
the XInput-shaped XboxState, so the TU3 conversion in skate-core is
unchanged. Conversions are exact for XInput-backed pads (stick Y via
bitwise NOT, trigger round-to-nearest). SKATE3_INPUT=xinput selects the
original transport, which is also the fallback if SDL fails to start.
Optional settings/controller.json maps paddles to XInput buttons.
Build: scripts/Ensure-CMake.ps1 locates CMake (PATH or Visual Studio's
copy) for the SDL source build. sdl3-sys is vendored with a build.rs
patch setting CMAKE_MSVC_RUNTIME_LIBRARY from crt-static, because SDL's
CMake (policy CMP0091) ignores cmake-rs' -MT and the static-CRT release
build failed with unresolved __imp_* symbols.
See docs/hails-additions/03-sdl3-gamepad-input.md and vendor/README.md.
Roster work paths under deep checkouts exceed MAX_PATH (260), leaving
pro skaters unavailable. If LongPathsEnabled is off, setup asks once for
elevation to enable it and relaunches itself, since Windows reads the
setting at process start. Declining keeps the previous behaviour.
See docs/hails-additions/02-long-paths.md.
extract-xiso stops parsing options at the first image path, so
`-x <iso> -d <dir>` extracted into the working directory and then failed
on "-d" as a second image (exit 1 -> "Conversion failed"). Use
`-x -d <dir> <iso>` in both call sites.
See docs/hails-additions/01-iso-extraction.md.
Add generalized engine access and challenge mods, repair SKATE turn handling, and improve collision prediction and physics transitions. Reduce mod snapshot and material update overhead, preserve authored GLB materials with lighting and shadows, and improve CPU profiling.
Reset biped controller on checkpoint teleport and fall back to identity when skeleton root orthonormalization sees a degenerate axis, preventing poisoned COM frames and deck torque before the shared solve.
Co-authored-by: Cursor <[email protected]>
Apply probe SH to online customiser characters after remote bind, restore received sun shadows, and ship Skyline driving, fullscreen, and renderer improvements on the branch.
Co-authored-by: Cursor <[email protected]>
Respawn the chassis when a session starts so solid-bridge replication publishes a fresh body, and show local publish counts in replication status.
Co-authored-by: Cursor <[email protected]>
Branch channel now reports already-current and missing-release cases clearly instead of a generic 404 error, and remote smoke/skids initialize without requiring local F10 spawn.
Co-authored-by: Cursor <[email protected]>
CI artifacts require GitHub auth, so skyline-driving-update now publishes downloadable release assets and the updater prefers those over Actions artifacts.
Co-authored-by: Cursor <[email protected]>
Expose append-only mesh buffers for mod skid/smoke rendering, sync rear-wheel VFX over multiplayer, rebuild Skyline audio assets, and let the updater install from any CI branch.
Co-authored-by: Cursor <[email protected]>
Un-ignore bundled Skyline GLBs, ignore local docs and the BUILD-RELEASE.bat wrapper while keeping scripts/Build-Release.ps1 in tree.
Co-authored-by: Cursor <[email protected]>
Sanitize non-finite SIMD lanes in offboard air selection, add solid dynamics and mod replication APIs, improve setup refresh without re-extracting assets, and harden Build-Release.ps1 for older PowerShell hosts.
Co-authored-by: Cursor <[email protected]>