Files
skate-3-rust-engine/sdk/examples/broken-bones
Ethanw05 ddc30284b4 Generalize mod APIs, improve multiplayer and optimize mod rendering
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.
2026-09-14 04:02:20 -06:00
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Broken Bones

Enable Broken Bones in Mods on the matching generalized-API build. A hard limb impact releases that joint's angular limits and the limb's animation and board-holding drives. The limb stays attached at its linear joint anchor.

Use Skater mods > Broken bones > Heal all injuries to restore this mod's overrides. Turning off Enable injuries also heals. Map changes/unload restore controls. Heal on teleport is enabled by default. Normal bail recovery alone does not heal injuries.

Settings expose impulse threshold (default 80 N s), minimum closing speed (3 m/s), cooldown, bail-only detection and HUD visibility. Thresholds are gameplay settings, not medical fracture estimates. Resting support force alone cannot cause an injury. Joint names and indices come from the loaded native rig.

All injury logic is in main.lua. The host only exposes body/contact observations, joint and drive controls, menu actions, networking and command results. A failed override is reported instead of falsely marking a joint injured. Owned overrides are restored without clearing another mod's direct joint settings.

With the mod enabled on peers, the HUD displays remote injury counts; native physical poses use the existing multiplayer pose stream. There are no detached limb meshes or blood effects. Headless Lua/native integration tests cover the rules and constraint controls; injury feel still needs gameplay evaluation.