Commit graph

7 commits

Author SHA1 Message Date
MiTHRAL
7173d7e88d releases: local build+upload script, optional Forgejo Actions workflow, docs
Clarifies that releases ship ONLY the recompiled binaries (skate3 +
librexruntime + ghost_relay + README) - never the game files; the game dump
(default.xex + EAWebkit.xex) is required at BUILD TIME for codegen only.

- tools/release/release.sh: builds + packages a per-platform release zip
  (configure -> codegen -> build -> zip), prints a sha256sum, and with
  --upload creates/updates a Forgejo Release and attaches the zip via the
  API (GITEA_TOKEN). Supports linux/windows/macos presets on their native
  hosts.
- .forgejo/workflows/release.yml: optional automation - builds on a
  self-hosted Docker runner (ubuntu-24.04 label), self-heals the broken
  nested submodule pins via tools/ci/init-submodules.sh, and publishes a
  Linux release on v* tags. Needs the game dump mounted on the runner
  (codegen only, never uploaded), SUBMODULE_KEY + RELEASE_TOKEN secrets.
- tools/ci/init-submodules.sh: recursive submodule init that self-heals
  upstream pins a fresh clone can no longer fetch (the rexglue fork pins
  thirdparty/imgui to a commit ocornut/imgui dropped; the script checks out
  the upstream default tip for any nested submodule left empty).
- docs/releases.md: what's in a release, the local path, and the optional
  CI path.
- .gitignore: keep tools/ci + tools/release, ignore local release zips.
2026-08-26 23:32:13 -04:00
MiTHRAL
1763b39eca ghost multiplayer: deployment docs + systemd unit + install script
- docs/ghost-multiplayer.md: the full beta guide - player usage, cvars,
  relay deployment (VPS build/install, free-tunnel option, verification),
  logging/troubleshooting and security notes.
- tools/ghost_relay.service: hardened systemd unit for the public relay
  (Restart=on-failure, NoNewPrivileges, PrivateTmp, ProtectSystem).
- tools/ghost_relay_deploy.sh: one-shot build + install + enable script for
  the VPS (GHOST_RELAY_PORT / GHOST_RELAY_VERBOSE overrides; opens the UDP
  port via ufw). Verified: the exact build line compiles and runs.
- README: multiplayer pointer under 'How Do I Play?'.
2026-08-26 22:21:08 -04:00
MiTHRAL
269fbcee32 Add ghost multiplayer: UDP relay + pose broadcasting + placeholder cubes
Bolt-on multiplayer layer confined to src/native and hand-written code (no
codegen output touched):

- GhostRelay core (src/native/skate3_native_ghost_relay.*): small UDP relay
  matching clients into rooms by a shareable code; forwards each client's
  pose to the other room members. Used by both the standalone binary and
  the in-game LAN host fallback.
- Standalone server (tools/ghost_relay_main.cpp, ghost_relay target): runs
  on a public VPS or behind a free tunnel; clients connect OUTBOUND, so no
  port forwarding is needed on any client.
- In-game module (skate3_native_ghost.*): captures the local player's world
  transform at Sk8::UpdateBoneTransforms exit (pack-owner entity +416,
  verified layout) and broadcasts it at a fixed rate; auto-connects to the
  default public relay, falls back to LAN auto-host + UDP broadcast
  discovery when unreachable.
- Renderer: draws a solid-color cube per remote player in RenderScene via
  the existing scene PSO tint.a>0 branch (no new shader/SPIR-V).
- UI: GhostDialog (M key) with enable toggle, room code, relay override,
  status readout. Off by default.

Wire protocol in skate3_native_ghost_proto.h (JOIN/HELLO/POSE/PING/LEAVE).
2026-08-26 20:12:45 -04:00
mchughalex
97df13cb01 add Skate 3 Title Update 3 support 2026-06-10 05:56:35 +01:00
mchughalex
281d4a2925 stop tracking ultrawide target configs 2026-06-10 05:56:35 +01:00
mchughalex
1ed2841c5c add ultrawide and live FOV support 2026-06-10 05:56:34 +01:00
mchughalex
62b65e74d8 create Skate 3 recompilation project 2026-05-18 23:03:10 +01:00