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<title>mike/sst, branch v0.5-BETA</title>
<subtitle>Source Speedrun Tools: practice tools and handy features for Source Engine games</subtitle>
<id>https://git.woz.blue/mike/sst/atom?h=v0.5-BETA</id>
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<updated>2023-06-11T21:38:29+00:00</updated>
<entry>
<title>Leave out the Monocypher acknowledgement for now</title>
<updated>2023-06-11T21:38:29+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-06-11T21:09:48+00:00</published>
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<content type='text'>
It's not being used in the 0.5 release; this will be reverted
some time after the release is tagged and uploaded.
</content>
</entry>
<entry>
<title>Add a stupid hack fix for the autojump cheat check</title>
<updated>2023-06-11T09:55:38+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-06-11T09:55:38+00:00</published>
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<id>urn:sha1:bc63c357bf1ac3ef7f153408ad9b9c48e32bde23</id>
<content type='text'>
Of course, Portal doesn't actually check this properly, and it was never
tested well enough until just now. This fixes it, albeit in a really
stupid way. C'est la vie.
</content>
</entry>
<entry>
<title>Add update changelog and bump zip date</title>
<updated>2023-06-10T19:09:27+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-06-10T19:09:27+00:00</published>
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<id>urn:sha1:02c48fa32f0065ec853958a1d7ee49f485241095</id>
<content type='text'>
The zip date is tomorrow as that's the expected release date pending
some testing and hearing back from Portal people re official approval
for use in runs. With any luck it won't need to be bumped further.
</content>
</entry>
<entry>
<title>Remove some paranoia about missing commands</title>
<updated>2023-06-10T16:01:56+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-06-10T16:01:56+00:00</published>
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<id>urn:sha1:f84d44d2a9139f3c5b58d7875bc5ef0d94881008</id>
<content type='text'>
There's absolutely no reason these ever wouldn't be there.
</content>
</entry>
<entry>
<title>Prune some comments and tidy up other minor things</title>
<updated>2023-06-10T15:51:02+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-06-10T15:44:19+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Adapt vote reset code into fast campaign resetting</title>
<updated>2023-06-03T12:25:12+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-06-02T16:03:47+00:00</published>
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<content type='text'>
This is kind of a breaking change but the other code was obviously never
released or relied on by anyone - it will be pushed at the same time as
this in fact. It still seems worth having the original committed
separately to show the progression of development of the feature,
however. Technically the standalone vote cooldown resetting could also
be added back if ever desired however there doesn't seem to be that much
of a use case for that at the moment.

This feature ought to be a lot more convenient now as it allows for
resetting back to a set starting point no matter where the player is in
a run. It isn't universally useful as All Campaigns Legacy solo runs
require switching to a different type of server and Main Campaigns co-op
runs require restarting the game after Swamp Fever to work around the
god mode bug, however it is still useful in a good few situations.

Unfortunately this turned out to be pretty complex to implement, first
requiring a bunch of interop with valve's rather wacky KeyValues stuff,
and then requiring a bunch of especially difficult reverse engineering
of L4D1 v1.0.0.5 because it doesn't use said KeyValues stuff and does
something else completely different instead.

A side effect of all this work is that the nag removal hack is now part
of the KeyValues stuff in kvsys.c, which is kind of a comfier place for
it than just kind of dumped in the middle of sst.c.
</content>
</entry>
<entry>
<title>Improve os_dlfile() interface</title>
<updated>2023-05-21T21:11:16+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-05-21T20:48:52+00:00</published>
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<content type='text'>
Might as well return the length since we have it anyway. Also this maybe
fixes the totally busted Linux code but it's still untested and probably
doesn't work for reasons that will be discovered later on.
</content>
</entry>
<entry>
<title>Remove a couple more unused headers from nomute</title>
<updated>2023-05-21T21:11:16+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-05-21T14:08:53+00:00</published>
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<id>urn:sha1:5dff423338e82a8d9a201534f3f10aee7de0ad56</id>
<content type='text'>
Pointed out by Bill.
</content>
</entry>
<entry>
<title>Apply CRLF to dist/LICENCE.windows in EditorConfig</title>
<updated>2023-05-21T21:11:16+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2023-05-21T00:02:49+00:00</published>
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<id>urn:sha1:4aeba570125b2ff1ac6dfccec266b0e6463343ba</id>
<content type='text'>
Now that Neovim has built in EC handling, opening this file causes the
editor to want to write it back out in Unix format, and it seems likely
enough that other editors may do the same. Ensure that this file's
(incorrect!!!) line endings are preserved, as this is done to make sure
that end users can always read the file without any issues, no matter
what terrible Windows text editor they may have chosen to use (although
even Notepad handles LF just fine these days, it's better to be safe).
</content>
</entry>
<entry>
<title>Add command to reset L4D2 vote cooldowns</title>
<updated>2023-05-21T21:11:16+00:00</updated>
<author>
<name>Willian Henrique</name>
<email>wsimanbrazil@yahoo.com.br</email>
</author>
<published>2023-05-08T21:38:48+00:00</published>
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<id>urn:sha1:c2bb37238d02e1634242607a9079c5033138ced7</id>
<content type='text'>
In most versions of L4D2, players cannot call a vote (e.g. switch
campaign, change difficulty, restart campaign) more than once every 3
minutes. This makes resetting on a first map a pain, usually requiring
reloading the map to reset the vote state.

This new sst_l4d_vote_cooldown_reset command empties the list of
structures tracking vote callers, allowing all players to vote again
immediately. This should make resetting runs a lot easier on versions
without unlimited votes.
</content>
</entry>
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