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.
1.3 KiB
Wipeout Challenge 3.1
Requires the updated game build with player_overlap capability. Enable the
mod, then use Gamemodes > Wipeout: Start, Restart at start pad, or Stop and
return. T starts an idle run; R restarts. Each local run is a personal survival
challenge, not a shared multiplayer race or leaderboard.
Start builds the supplied four-pad sky course 40m above the saved starting location. Restart reuses that anchor rather than lifting another 40m. Stop and unload restore the original position and remove all course bodies and meshes. A map change removes the course without teleporting into the previous map.
Hazards are persistent kinematic solids moved every fixed tick, not repeatedly
removed/respawned static boxes. Hits use enabled native board/skater collision
shapes through sdk.physics.read(key).player_overlapping. The first hazard
entry is forgiven; the next separate entry ends the run. Sustained contact does
not count repeatedly. One second of recovery groups simultaneous impacts.
Water sensors and falling off the course end the run immediately. Water volumes
extend below their original surface to catch fast falls. Timed mode clears after
the selected waves; survival repeats them. The obsolete safe-marker settings
were removed because they never provided a physical safe area.